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___ _ _
/ __|___ _ _| |_ ___ _ _| |_ ___
| (__/ _ \ ' \ _/ -_) ' \ _(_-<
\___\___/_||_\__\___|_||_\__/__/
---------------------------------
To find a specific item in the Guide, use Ctrl-F to open a Find box, and type
in the section code.
Background Info
B1. Version History
B2. About the Author
B2.1. Copyrights and Thanks
B3. About the Game
B3.1. Glossary
B3.2. Controls
B4. Character Basics
B4.1. Races
B4.1.1. Dwarf
B4.1.2. Elf
B4.1.3. Gnome
B4.1.4. Halfling
B4.1.5. Half-Elf
B4.1.6. Half-Orc
B4.1.7. Human
B4.2. Abilty Scores
B4.3. Classes
B4.3.1. Barbarian
B4.3.2. Bard
B4.3.3. Cleric
B4.3.4. Druid
B4.3.5. Fighter
B4.3.6. Monk
B4.3.7. Paladin
B4.3.8. Psion
B4.3.9. Psychic Warrior
B4.3.10. Ranger
B4.3.11. Rogue
B4.3.12. Sorcerer
B4.3.13. Wizard
B4.4. Skills and Feats
B4.4.1. Skills
B4.4.2. Feats
B4.4.2.1. General Feats
B4.4.2.2. Psychic Feats
B4.4.2.3. Magic Feats
B4.5. Spells and Powers
B4.5.1. Spell Lists
B4.5.1.1. Bard
B4.5.1.2. Cleric
B4.5.1.3. Druid
B4.5.1.4. Paladin
B4.5.1.5. Ranger
B4.5.1.6. Sorcerer/Wizard
B4.5.2. Power List
B4.5.2.1. Psion
B4.5.2.2. Psychic Warrior
B5. Character Generation
B6. My Characters
B6.1. My First Party
B6.1. Apex
B6.2. Grosh
B6.3. Anna
B6.4. Tia
B6.5. Wen
B6.6. Floisa
B7. Game Basics
Mission Walkthroughs
M1. Act 1 Story Missions
M1.1. Mission One - The Thieves
M1.2. Mission Two - The Crypt
M1.3. Mission Three - The Banner
M1.4. Mission Four - The Elfwoods
M1.5. Mission Five - The Barrows
M1.6. Mission Six - The Hollow
M1.7. Mission Seven - The Druid
M1.8. Mission Eight - The Tower
M1.9. Mission Nine - The Witch
M2. Act 1 Optional Missions
M2.1. Optional Mission One - The Stand
M2.2. Optional Mission Two - The Hunt
Shops and Item Information
S1. Shops
S1.1. Arion Adventurer's Guild
S1.2. Jorhelling Temple
S1.3. Estmanndal Merchant
S1.4. Saxa Court
S1.5. Issa Vale Forest Moot
S1.6. Elerin Wizard School
S1.7. The Eastings Mercenary Guild
S1.8. Apple Inn Thieves' Guild
S2. Items
S2.1. Weapons
S2.1.1. Melee
S2.1.2. Magic Melee
S2.1.3. Ranged
S2.1.4. Magic Ranged
S2.1.5. Ammunition
S2.1.6. Magic Ammunition
S2.2. Armor
S2.2.1. Armor
S2.2.2. Magic Armor
S2.2.3. Shields
S2.2.4. Magic Shields
S2.3. Magic Jewelry
S2.3.1. Amulets
S2.3.2. Rings
S2.4. Wonderous Magic Items
A. Appendix
A1. FAQS and Forum Questions
A2. "Cheats"
_ _ _ _ _ _ _ _ _ _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( B | a | c | k | g | r | o | u | n | d )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
_ _ _ _ _ _ _ _ _ _ _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( I | n | f | o | r | m | a | t | i | o | n )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
B1. Version History
======================
1.60 - 09th April 2008
Added Ranger Spell list. Added Missions Eight and Nine. Missing creature
stats for them though. Also added some material I have found in the
various Tactics forums. Credit to those guys especially about the
occansional lag problem. I have also added a Cheats Section, though the
game is easy enough without them, there are here for completeness. Also
added BAB and Saving Throw tables. Added info about the Kill XP variance.
Also added XP table for levels. Updated Druid and Bard Spell Lists.
I haven't picked up the game for a while (evidenced by the lack of
updates), but I hope to add the optional missions; The Hunt and The Stand,
possibly the Tenth Mission, which will finish off ACT 1!
1.30 - 16th January 2008
More Updates! This one will get uploaded to Gamefaqs. Two Missions have
been updated, there has been a few format changes, and I have added
two new missions, The Hollow and The Druid. Maybe one more update
before months end.
1.20 - 11th January 2008
Amazingly, I found some spare time today, so I polished of the items and
their descriptions from the first seven shops! I won't upload this to
Gamefaqs yet though. I will update the last two missions already in this
guide to the same standard as the first ones. I may then add a new
mission.
1.12 - 10th January 2008
Happy New Year! No more missions added, although I have made a start to
the shops and items section before it builds up. I have finished the base
information on all melee weapons found in the first six shops. The first
six shops have complete listings of the items available. I will not add
individual descriptions for scrolls and potions, as each shop they differ
slightly in effect and cost. Only weapons, armor and the special items
get full descriptions. I have also corrected some grammer and info in the
abilities section.
Next update hopefully soon.
1.10 - 29th December 2007
No more missions, as my memory stick somehow wiped itself, and like a
idiot I didn't have a backup on my PC. Anyway, in this update I added
a few sites that are allowed to host this FAQ, added a few reader comments
and made some spelling corrections. Maybe more missions in the next
week or two.
1.00 - 20th December 2007
Finished the first 5 missions. I am now focusing on the seperate spells
guide more. I may get some more missions added before the New Year.
Submitted the guide to Gamefaqs.
0.50 - 18th December 2007
Finished Background Information. Started on the Mission Walkthroughs
Section. Also, considering the length of this Guide (3000+ lines), I have
decided to create a seperate guide for Spells and Powers.
0.25 - 11th December 2007
Started Background Information Section.
B2. About Me
===============
My name is Rob McDermott, and this is my first walkthrough/Game Guide.
No-one has submitted anything yet, so I thought I would give it a go. I
am a pen and paper Dungeons and Dragons player primarily, so there may be
some references to that in this guide, although I will try to keep them
to a minimum. Any constructive critisms are accepted, as well as any
tips of your own that you have.
Send them to me at
[email protected]. Any e-mails with poor
grammar or that are hard to understand I will likely not read,
or send back to you with a request to re-word or make readable.
This way information that is in this Guide will be clear.
Also, if any of you have any stats on the monsters that I can add,
such as HP, AC number of attacks, I would appreciate it. If you want to
send me details on shop lists, please send them to me complete for
each shop, so I can keep things organised at my end.
B2.1. Copyright and Thanks
--------------------------
The work in this guide is Copyright Rob McDermott 2007. All of the
D and D content is Open License. For a copy of the Open License, go to
www.wizards.com/dnd
The latest version of this FAQ can be found at www.gamefaqs.com
The only other sites that are allowed to host this FAQ are:
www.cheatcc.com
www.neoseeker.com
www.supercheats.com
If you wish to host this FAQ, e-mail me and I will, in all likelyhood
agree, and I will add you to this list. If you see this FAQ on a site
that is not on this list, please send me the details. I will try to
update this FAQ twice a month until it is finished, so sites may have the
old FAQ before the new one is out.
Note: The rapidness of the updates may be slower, as I have had to redo
several things on my PSP. As such, I will complete all the shop info for
all the areas unlocked after the first three missions, before moving on to
completing the guide. Each update after the first six shops and item
stuff is complete will feature a single mission, plus all the shops and
items opened up after completing it. Hopefully this will lead to a more
complete looking guide for each mission. :)
Also thanks to the following people for their contributions:
Darren K. - Class and Race opinions
Jason Collins - Grammar corrections and ability score correction
cbbankz - Gamefaqs forum member for his "Game Freezing" work around
seregaur - Gamefaqs forum member for his level cheat
All contributions to the guide have been helpful in some way.
B3. About the Game
======================
Dungeons and Dragons was created in the late seventies by Gary Gygax,
based upon "sand-table" style games used in the military to teach soldiers
the basics of strategy. Gygax took this and married the concept to the
beings that Tolkien had created in Lord of The Rings. Gygax was part of
the process until the mid-eighties, when he left due to artisic
differences. Over the years, the Core Rules of Dungeons and Dragons has
been revewed and updated, until in 2004, the 3.5 Edition Rules were
released.
These rules are the ones that the PSP Game, Dungeons and Dragons Tactics
uses, are are explained in part later in the Guide.
The story of Tactics, is that you (the Player) are trying to prevent the
destruction of the local cities, predicted by a witch. More of the story
is discovered as the game progresses.
B3.1. Glossary
===============
During the course of this guide, I will use several terms to describe
various objects/concepts in the game. Most of these are below, with
what their meaning is (if any) next to them.
1. Character Class Abbreviations
Brb - Barbarian
Brd - Bard
Clr - Cleric
Dru - Druid
Ftr - Fighter
Mnk - Monk
Pal - Paladin
Psi - Psion
Psw - Psychic Warrior
Rgr - Ranger
Rog - Rogue
Sor - Sorceror
Wiz - Wizard
2. Attribute/Skill Abbreviations
Str - Strength
Dex - Dexterity
Con - Constitution
Int - Intelligence
Wis - Wisdom
Cha - Charisma
HD - Hit Dice (The die used to generate hit points)
HP - Hit Points (Physical damage your character can take)
AC - Armor Class (How difficult you are to hit)
Init - Initative (Added to a D20 roll, to determine when you act)
BAB - Base Attack Bonus (Ability to hit a target)
Fort - Fortitude Save (a roll made to resist posions)
Ref - Reflex Save (a roll made to avoid traps and spells)
Will - Will Save (a roll made to resist the effects of spells)
PP - Power Points.(Used by Psychic characters to manifest Powers)
SR - Spell Resistance (AC against spells)
PR - Power Resistance (AC against powers)
XP - Experience Points
DC - Difficulty Class. The difficulty rating of a task. Opening
locks has a DC of 20+
B3.2. Controls
===============
Menu Controls
D-Pad Up/Down - Scroll through menus
D-Pad Left - Collapse menus
D-Pad Right - Expand Menus
X Button - Confirm Selection
O Button - Cancel Selection
Triangle Button - Help/Information
Adventure Controls
D-Pad - Moves Cursor around Map. With a character selected, it shows
the movement path of the character
Analogue Stick - Controls the camera
Start Button - Pause Game
Select Button - Camera Zoom Controls
X Button - Confirm/Select object
O Button - Cancel
Triangele - Help/Information
L/R Buttons - Scroll between characters
B4. Character Basics
=======================
The first step in playing the game is to create a party of 6
characters to take through the story. I will list the features of each
race, class, skill, feat, spell and power here. I will then go through
the process of Character Generation in BVII.
B4.1. Races
===========
There are seven playable races in Tactics. The choices here will affect
your character overall.
B4.1.1. Dwarf
-------------
Game Statistics:
Stat Adjustmment: +2 Con, -2 Cha
Medium Size
Base speed: 20ft (4 Squares)
Darkvision 60ft (15 Squares)
Stonecunning: +2 on Search checks to notice unusual stonework
Familiar with Dwarven Waraxe and Dwarven Ugrosh
+2 on saves vs. spells and spell abilities
+1 to attack goblinoids and orcs
+4 dodge AC bonus vs. Giants
+4 to resist Bull Rushes
Favoured Class: Fighter
Dwarves are a short, stocky race, known for their skill at mining and
metal craft, which they hone in their mountain homes. They have a bonus
to their Con, which grants +1 hp per level. They have a slower speed than
other Medium size creatures, however, they always move at 20ft, regardless
of what armor or load they are carrying. Having darkvision, they are able
to use both a shield and weapon without worrying about penalties for
fighting in the dark, whereas other races need to carry a torch or have
the light spell cast on them. The additional attack bonus against orcs
and goblinoids is great at the early levels, but it's usefullness tapers
off when your BAB rises above 6. At the time of writing this Guide, I
have yet to encounter a Giant, so I am not sure on the usefulness of that
dodge bonus. The +2 to saves vs. spells is very useful, as the majority
of saves that you need to make in this game are from spells being directed
at you. None of the monsters seem to realise that the Bull Rush option is
there for use, which limits the effectiveness of this bonus.
B4.1.2. Elf
------------
Game Statistics:
Stat Adjustments: +2 Dex, -2 Con
Medium Size
Base Speed: 30ft (6 Sqaures)
Low Light vision: Doubles the distance that can be seen in low-light
conditions (such as torchlight)
Immunity to Sleep spells
+2 to saves vs. Enchantment spells
Proficient with: Longsword, Rapier, Longbow, Shortbow
+2 to Listen, Search, Spot
Favoured Class: Wizard
Elves are commonly found residing in tree-top citadels, practising arts,
such as poetry. The dex bonus is offset somewhat by the penalty to con.
Essentially, you are gaining +1 Armour and losing 1 Hp per level. The
immunity to sleep is rarely useful, as the few spellcasters in the game
seem to resort to damage-dealing spells as opposed to enchantments. The
bonus to Spot, Listen and Search is overlooked, as it does provide a
chance that you can act first in surprise rounds. Definately play this
race as a wizard, as the stat bonus provides a few spare points that you
can dump into Int.
Some advice from Darren K.
**************************
Elves: Elven wizards are tempting, but a wizard can not afford a penalty
to Con. With d4 hit dice, you *must* have at least +1 hp/level from con
to survive. With an 8 con, you're getting 1-3 hp per level. At level
10, that's a *max* of 30 hp. One AoE spell, and you're down. See Gnome.
My Reply: I think this is more geared towards Pen and Paper, if you are
careful with the location of the wizard in the party, he rarely gets hit.
If you give him any of the Summon Monster spells, all the enemies seem to
gather their focus on it. But like I said, it's your party, :).
B4.1.3. Gnome
--------------
Game Statistics:
Stat Adjustments: +2 Con, -2 Str
Small Size
Base Speed: 20ft (4 Squares)
Low Light Vision: Doubles the distance that can be seen in low-light
conditions (such as torchlight)
Familiar with Gnome Hooked Hammer
+1 to Attack vs. Kobolds and Goblinoids
+4 dodge bonus to Armor vs. Giants
+2 to Listen
Favoured Class: Bard
Gnomes are almost as inquisutive as humans, and have a knack for invention
and alchemy. As small creatures, they have a double whamy of penalties to
them from their str penalty, as small creatures can only carry 3/4 that of
medium creatures. The con bonus is useful, though few of the Gnomes other
abilities are. See the dwarf entry for opinions on Familiarity etc.
Advice from Darren K.
*********************
Gnomes: Gnomes are the ultimate caster race. Casters couldn't care less
about strength. +2 con means you can get a 14 or 16 con for cheap,
which turns 1d4 hp in to 1d4+3 (2.5 average vs 5.5 average). Plus,
gnomes are small, so they get +1 to hit and +1 to ac, which offsets
the poor bab and no armor restrictions a bit. They can't carry much
with a 6 str and 3/4 carrying, but all they need are a torch or a wand, so
who cares?
My Reply: Again, this is another power/personal choice. Due to the way I
use my sorcerer, a higher strength is what I needed. Again, your party
your choice.
B4.1.4. Halfling
-----------------
Game Statistics:
Stat Adjustments: +2 Dex, -2 Str
Small Size
Base Speed: 20ft (4 Squares)
+2 to Move Silently and Listen
+1 bonus on all saving throws
+2 bonus on saving throws vs. fear
+1 to attack rolls when using slings and thrown weapons
Favoured Class: Rogue
Halflings are a curious race, which often gets them into all sorts of
trouble. In game terms, they make excellent rogues, due to the bonuses to
Dex and Move Silently. They are small creatures, which limits their load
carrying ability, but gives them a bonus to attack. The bonuses to fear
are excellent, as many foes use fear spells later into the game. The
halflings base save vs. fear is +3, due to the bonus they receive on all
saving throws.
B4.1.5. Half-Elf
-----------------
Game Statistics:
Medium Size
Base Speed: 30ft (6 Squares)
+1 on Search, Spot and Listen
Immune to sleep spells and effects, +2 on saves vs. Enchantments
Low Light Vision: Doubles the distance that can be seen in low-light
conditions (such as torchlight)
Elven Blood: for all effects related to race,
the character is considered an elf
Favoured Class: Any
Half-Elves are the offspring of a union between a elf and human, and seem
to combine the best aspects of both races. They have few advantages over
either full blooded race, as they have no stat adjustments, or much in
the way of extra skills. They have an immunity to sleep, which can be
useful.
Advice from Darren K.
*********************
Half-elves: There is *no* reason to play a half-elf. There is no
multiclassing, so Half-Elves are just humans with less skills and no bonus
feat.
My Reply: I quite agree with this, in Pen and Paper, they have a few more
advantages, but not enough to make it worthwhile on Tactics.
B4.1.6. Half-Orc
-----------------
Game Statistics:
Stat Adjustment: +2 Str, -2 Int, -2 Cha
Medium Size
Base Speed: 30ft (6 squares)
Darkvision: can see in the dark up to 60 feet away
Orc Blood: for all effects related to race, the character
is considered an orc
Favoured Class: Barbarian
Half-orcs are commonly from frontier regions, where peaceful orc tribes
mingle with human settlers. The half-orc is an incredible choice for any
melee role, and also as a scout, as they can see in dark places without
use of a torch. The only real penalty the Half-Orc has to deal with is
the -2 Int, as Charisma appears to be little used in the game.
B4.1.7. Human
--------------
Game Statistics:
Medium Size
Base Speed: 30ft (6 squares)
1 extra feat at first level
4 extra skill points at first level
1 extra skill point per level after 1st level
Favoured Class: Any
Humans can excel at any task they set themselves to. The extra feat at
first level can add more power to your character depending on the class
that you have chosen. The extra skill points should go into one of the
knowledge skills, as these can reveal the HP of related monsters. See
Skills Section for more info.
B4.2. Ability Scores
=====================
Some might say that this is an unusual place to put the ability score
generation chart/guide. I put it here as this is the point in generation
of a character that you get to assign ability scores. I will draw up a
table listing the bonuses for having a high score. I will then have a
table listing the costs for individual scores.
+-------+-----+-----------------------------------+
| Score | Mod | Bonus Spells |
| | | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+-------+-----+---+---+---+---+---+---+---+---+---+
| 1 | -5 | Can't cast Spells with this score |
| 2-3 | -4 | Can't cast Spells with this score |
| 4-5 | -3 | Can't cast Spells with this score |
| 6-7 | -2 | Can't cast Spells with this score |
| 8-9 | -1 | Can't cast Spells with this score |
| 10-11 | 0 | | | | | | | | | |
| 12-13 | +1 | 1 | | | | | | | | |
| 14-15 | +2 | 1 | 1 | | | | | | | |
| 16-17 | +3 | 1 | 1 | 1 | | | | | | |
| 18-19 | +4 | 1 | 1 | 1 | 1 | | | | | |
| 20-21 | +5 | 2 | 1 | 1 | 1 | 1 | | | | |
| 22-23 | +6 | 2 | 2 | 1 | 1 | 1 | 1 | | | |
| 24-25 | +7 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | | |
| 26-27 | +8 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 | |
| 28-29 | +9 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 | 1 |
| 30-31 | +10 | 3 | 3 | 2 | 2 | 2 | 2 | 1 | 1 | 1 |
+-------+-----+---+---+---+---+---+---+---+---+---+
Now, what all that stuff in the table means. The score part is the
number you assigned a ability score at generation. The mod part is the
number that is added to various checks and skills. For example, a 14 in
Str gives a bonus of 2 to all attack rolls and damage rolls. I will list
the skills and checks that are affected by a stat in that stat's section
below. The bonus spells part of the table is a number that you add to
your characters spells per day when that character can cast spells of that
level. i.e, a level 5 Cleric with a 18 in Wisdom gets a bonus spell in
of levels 1,2 and 3, but cannot use the bonus 4th level spell as the
character isn't of a high enough level to cast that level spell.
Now, Tactics uses the point system to generate ability scores. Below is
a table listing those costs. A new character starts of with 25 points.
+----------------------------+
| Score | Cost | Score| Cost |
+-------+------+------+------+
| 9 | 1 | 14 | 6 |
| 10 | 2 | 15 | 8 |
| 11 | 3 | 16 | 10 |
| 12 | 4 | 17 | 13 |
| 13 | 5 | 18 | 16 |
+-------+------+------+------+
Now, for my recommendations. During the course of the game, you can
expect to reach a maximum of 20th level. As you gain a +1 stat point
every 4th level, you gain a bonus 5 points. So, I suggest that you put
either a 15 in your classes primary ability, then a 14 in Con, which will
give you a +2 hp per level bonus. You should then spend the rest of the
points as you see fit. In the class descriptions I have listed the
primary, secondary and possibly tertiary ablilies for that class. Any
race that has a bonus to a score means that you pay the point cost for
the score 2 points lower. I.e, an Elf has a Dex bonus of +2, which means
a score of 16 costs 6 points not 10. The inverse is true for a penalty.
The same Elf has a -2 penalty to Con, which means that a score of 16 costs
16 points, not 10 points.
B4.3. Classes
==============
Below are the comparison tables for the 3 BAB progressions, and the
good/poor saving throw comparisons.
+-------+-----------------------------------+-----------------+
| Level | Base Attack Bonus | Saving Throws |
| | Good | Average | Poor | Good | Poor |
+-------+---------------+-----------+-------+--------+--------+
| 1 | +1 | +0 | +0 | +2 | +0 |
| 2 | +2 | +1 | +1 | +3 | +0 |
| 3 | +3 | +2 | +1 | +3 | +1 |
| 4 | +4 | +3 | +2 | +4 | +1 |
| 5 | +5 | +3 | +2 | +4 | +1 |
| 6 | +6/+1 | +4 | +3 | +5 | +2 |
| 7 | +7/+2 | +5 | +3 | +5 | +2 |
| 8 | +8/+3 | +6/+1 | +4 | +6 | +2 |
| 9 | +9/+4 | +6/+1 | +4 | +6 | +3 |
| 10 | +10/+5 | +7/+2 | +5 | +7 | +3 |
| 11 | +11/+6/+1 | +8/+3 | +5 | +7 | +3 |
| 12 | +12/+7/+2 | +9/+4 | +6/+1 | +8 | +4 |
| 13 | +13/+8/+3 | +9/+4 | +6/+1 | +8 | +4 |
| 14 | +14/+9/+4 | +10/+5 | +7/+2 | +9 | +4 |
| 15 | +15/+10/+5 | +11/+6/+1 | +7/+2 | +9 | +5 |
| 16 | +16/+11/+6/+1 | +12/+7/+2 | +8/+3 | +10 | +5 |
| 17 | +17/+12/+7/+2 | +12/+7/+2 | +8/+3 | +10 | +5 |
| 18 | +18/+13/+8/+3 | +13/+8/+3 | +9/+4 | +11 | +6 |
| 19 | +19/+14/+9/+4 | +14/+9/+4 | +9/+4 | +11 | +6 |
| 20 |+20/+15/+10/+5 |+15/+10/+5 |+10/+5 | +12 | +6 |
+-------+---------------+-----------+-------+--------+--------+
For the BAB progression, these numbers are added to Str (for Melee), Dex
(for Ranged), then any weapon focus, then any magical attack bonus that
weapon has. For every 6 points of BAB, the character gains an extra attack
used by selecting "Full Attack" in the attack menu. For example, Bob the
fighter has 16 Str, a Magical longsword which grants +2 attack, has focus
in Heavy Swords, and is level 10.
His base attack is 10 + 3 (Str) + 1 (Focus) + 2 (Magical Sword) = 16
Because his base attack is higher than 6, he gets one extra attack when
he makes a full attack, so he has +16/+11 for his attack bonus. Remember,
that only 6 points in BAB grants extra attacks, you don't get extra
attacks from having high skills/stats. Also, below, is the total number of
Experience points that you need to reach each level.
+-------+-----------+-------+-----------+
| Level | XP Needed | Level | XP Needed |
+-------+-----------+-------+-----------+
| 1 | 1000 | 11 | 66000 |
| 2 | 3000 | 12 | 78000 |
| 3 | 6000 | 13 | 91000 |
| 4 | 10000 | 14 | 105000 |
| 5 | 15000 | 15 | 120000 |
| 6 | 21000 | 16 | 136000 |
| 7 | 28000 | 17 | 153000 |
| 8 | 36000 | 18 | 171000 |
| 9 | 45000 | 19 | 190000 |
| 10 | 55000 | 20 | 210000 |
+-------+-----------+-------+-----------+
B4.3.1. Barbarian
--------------------
Vital Statistics
****************
HD: D12 (1-12 Hp per level)
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
Primary Score: Str. To inflict more damage.
Secondary: Con. More Hp means the Barbarian will last longer in
combat.
Tertiary: Wis. This helps with the Barbarians low Will saves.
Class Skills: Intimidate, Listen, Survival
Base Skill Points: 4 per level
Skills gained at 1st level
**************************
Weapon Skills: All Simple and Martial weapons
Armor Skills: All Light Armor, Medium armor and shields
Fast movement: +10ft to speed (2 squares)
Rage: Once per day at first level, and more uses are gained at
4th, 8th, 12th, 16th and 20th levels, rage allows a
Barbarian to temporarily increase his strength at the
expense of defense. He gains +4 to Str and Con, and +2 to
Will saves, but takes a -2 penalty to Armour. The rage lasts
3 rounds, + 1 for every point of (modified) Con bonus. Once
the rage ends, the character is fatigued. The rage pretty
much gives you +2 damage, +2 Hp per level from the bonuses.
Given that this class is desgnined around melee, more Hp is
good.
Skills gained later
*******************
Uncanny Dodge: You retain your Dex bonus to Armor class, even when
flat-footed or attacked by an invisible character.
Gained at 2nd Level.
Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1
Armour bonus to avoid being hit by traps. This bonus
increases by +1 at levels 6th, 9th, 12th, 15th ,18th.
Gained at 3rd Level.
Improved Uncanny Dodge: You can no longer be flanked. This also
means that Rogues can no longer Sneak
Attack you.
Gained at 5th Level.
Damage Reduction: You ignore 1 point of physical damage dealt to
you by a weapon (anything not a spell). This
increases by one at 10th, 13th, 16th and 19th
levels.
Gained at 7th Level.
Greater Rage: The bonus to your Str and Con increase to +6, and the
bonus to Will saves increases to +3. The penalty to
Armour remains at -2, and you are still fatigued at
the end of the rage.
Gained at 11th Level.
Indomitable Will: Whilst in rage, you gain a +4 bonus to Will
saves vs. Enchantments.
Gained at 14th Level.
Tireless Rage: You are no longer fatigued at the end of Rage.
Gained at 17th Level.
Mighty Rage: The bonuses to Str and Con increase to +8, and the
bonus to Will saves increases to +4. The -2 penalty
to Armour remains.
Gained at 20th Level.
My thoughts: This is an excellent class to use as a melee fighter.
Equipped with a 2-handed weapon, he can dish out the
damage to opponents, whilst being able to recieve a
heap of damage to himself. The rage ability boosts
his damage output, which makes him virtually
unstoppable. The downside to this melee prowess is
that he can be highly susceptable to spells, so if
you see a spellcaster, close as quickly as you can.
B4.3.2 Bard
---------------
Vital Statistics
****************
HD: D6 (1-6 Hp per level)
BAB: Average
Fort Save: Poor
Ref Save: Good
Will Save: Good
Primary Score: Cha. A Cha of 10+ is needed to cast spells
Secondary Score: Dex. As a bard is lightly armored, a high Dex
adds to his AC.
Tertiary Score: Int. This increases his skill points, and the
total score of 6 of his skills.
Class Skills: Bluff, Concentration, Escape Artist, Hide,
Knowledge(Arcane), Knowledge(Dungeoneering),
Knowledge(Nature), Knowledge(Religion),
Knowledge(The Planes), Listen, Move Silently, Perform,
Sense Motive, Spellcraft, Tumble, Use Magic Device.
Base Skill points per level: 6
Skills gained at 1st level
**************************
Weapon Skills: All Simple Weapons, plus Longsword, Rapier, Short
Sword, Shortbow.
Armor Skills: All Simple Armor, All Shields (except Tower)
Bard Spells: Starting at 1st level, the bard can cast a small
number of Arcane spells. He needs a minimum Cha score
of 10 + the spells level. The DC of saves against his
spells is 10 + Spell Level + Cha Mod. See the table
for spell progression. Bards cast their spells on the
fly.
Bardic Music: The bard can play music, giving stat boosts to his
companions. The companions need to be within 30ft
(6 squares) in order to recieve the benifits.
Bard Spells Table
*****************
+----------------------------------+---------------------------+
|Bard | Spells per Day | Spells Known |
|Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 0 | 1 | 2 | 3 | 4 | 5 | 6 |
+------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
| 1 | 4 | | | | | | | 2 | | | | | | |
| 2 | 5 | 2*| | | | | | 3 | 0 | | | | | |
| 3 | 6 | 3 | | | | | | 3 | 1 | | | | | |
| 4 | 6 | 3 | 2*| | | | | 3 | 2 | 0 | | | | |
| 5 | 6 | 4 | 3 | | | | | 3 | 3 | 1 | | | | |
| 6 | 6 | 4 | 3 | | | | | 3 | 3 | 2 | | | | |
| 7 | 6 | 4 | 4 | 2*| | | | 3 | 3 | 2 | 0 | | | |
| 8 | 6 | 4 | 4 | 3 | | | | 3 | 3 | 3 | 1 | | | |
| 9 | 6 | 4 | 4 | 3 | | | | 3 | 3 | 3 | 2 | | | |
| 10 | 6 | 4 | 4 | 4 | 2*| | | 3 | 3 | 3 | 2 | 0 | | |
| 11 | 6 | 4 | 4 | 4 | 3 | | | 3 | 3 | 3 | 3 | 1 | | |
| 12 | 6 | 4 | 4 | 4 | 3 | | | 3 | 3 | 3 | 3 | 2 | | |
| 13 | 6 | 4 | 4 | 4 | 4 | 2*| | 3 | 3 | 3 | 3 | 2 | 0 | |
| 14 | 6 | 4 | 4 | 4 | 4 | 3 | | 4 | 3 | 3 | 3 | 3 | 1 | |
| 15 | 6 | 4 | 4 | 4 | 4 | 3 | | 4 | 4 | 3 | 3 | 3 | 2 | |
| 16 | 6 | 5 | 4 | 4 | 4 | 4 | 2*| 4 | 4 | 4 | 3 | 3 | 2 | 0 |
| 17 | 6 | 5 | 5 | 4 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 3 | 3 | 1 |
| 18 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 4 | 4 | 4 | 4 | 4 | 3 | 2 |
| 19 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 |
| 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
+------+---+---+---+---+---+---+---+---+---+---+---+---+---+---+
The *'ed entries on the Known part of the table means that the Bard needs
to have a Cha score high enough to gain a bonus spell of that level. See
Ability Table earlier in this Guide.
The spells that the Bard can choose from are further in the Guide.
My thoughts: The bard is a useful class, however, it is not
one I play regulary. Most of the spells can be cast
by the other classes, often sooner. The one thing
that the Bard has is Bardic Music, which is useful at
low levels as characters have little chance to hit the
target.
B4.3.3. Cleric
-----------------
Vital Statistics
****************
HD: D8 (1-8 Hp per level)
BAB: Average
Fort: Good
Ref: Poor
Will: Good
Primary Score: Wis. A Wis of 10+ is needed to cast spells.
Secondary Score: Cha. This helps with Turn Undead.
Class Skills: Concentration, Heal, Knowledge(Arcane),
Knowledge(Religion), Knowledge(The Planes) and
Spellcraft.
Base Skill Points per level: 2
Skills gained at 1st level
**************************
Weapon Skills: All Simple Weapons, plus Deitie's favoured weapon.
Armor Skills: All types of Armor, plus All Shields (not Tower).
Spells: Starting at 1st level, Clerics can cast a number of Divine
spells. He needs a Wis score of at least 10 + Spell Level
to be able to cast spells. The DC of his spells is 10 +
Spell Level + Wis mod. Clerics need to prepare their spells
in advance. See table for spell progresssion.
Domains: A Cleric gains the special abilities of their deities
Domains.
Spotaneous Casting: A cleric can expend any spell to cast a
Curing spell (if good) or a Inflict spell (if
evil).
Turn Undead: A cleric can force Undead to flee in fear, by Turning
Undead. A good Cleric can sometimes destroy undead,
while a Evil Cleric can sometimes control Undead. A
score of 5 ranks in Knowledge(Religion) grants a +2 to
any Turning Check. A Cleric can do this a number of
times per day, equal to 3 + his Cha Mod.
Cleric Spells Table
*******************
+-------+---------------------------------------+
|Cleric | Spells Per Day |
|Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+-------+---+---+---+---+---+---+---+---+---+---+
| 1 | 3 | 1 | | | | | | | | |
| 2 | 4 | 2 | | | | | | | | |
| 3 | 4 | 2 | 1 | | | | | | | |
| 4 | 5 | 3 | 2 | | | | | | | |
| 5 | 5 | 3 | 2 | 1 | | | | | | |
| 6 | 5 | 3 | 3 | 2 | | | | | | |
| 7 | 6 | 4 | 3 | 2 | 1 | | | | | |
| 8 | 6 | 4 | 3 | 3 | 2 | | | | | |
| 9 | 6 | 4 | 4 | 3 | 2 | 1 | | | | |
| 10 | 6 | 4 | 4 | 3 | 3 | 2 | | | | |
| 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | | | |
| 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | | | |
| 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | |
| 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | |
| 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |
| 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | |
| 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
| 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
| 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
| 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
+-------+---+---+---+---+---+---+---+---+---+---+
Clerics also get a single bonus spell per spell level, which is called a
Domain spell. I do'not think that this has been fully inplemented, so you
instead simply get a extra spell per spell level, excluding 0.
My thoughts: Always bring a Cleric along with you, preferably good
aligned, so you always have the ability to cure many
Hp to a ally. Also, they get lots of "curse" and "buff"
spells, such as Doom, Bestow Curse, Bulls Str. When
they reach 9th level, they start to get a few damaging
spells, such as Flame Strike. Simply due to their
buff spells, I bring 2 Clerics, so I can prepare enough
to enhance all 6 party members. A new note: give your
Clerics the Still Spell Feat if you are going to use
them as melee characters, as you can equip shields
without sacrificing their spell casting ability. Also,
as this doesn't appear to increase the casting time or
the level of the spell, metamagic feats have become
very tempting to have!
B4.3.4. Druid
----------------
Vital Statistics
****************
HD: D8 (1-8 Hp per level)
BAB: Average
Fort: Good
Ref: Poor
Will: Good
Primary Score: Wis. A Wis of 10+ is needed to cast Druid spells
Secondary Score: Dex. As Druids can only wear non-metal armor,
a high Dex is needed to boost their AC.
Class Skills: Concentration, Heal, Knowledge(Nature), Listen,
Spellcraft, Spot and Survival
Base Skill Points per level: 4
Skills gained at 1st level
**************************
Weapons Skills: Club, Dagger, Dart, Quarterstaff, Scimitar, Sickle,
Shortspear, Sling and Spear.
Armor Skills: Can use non-metallic Light and Medium Armor. These
are; Padded, Leather, Studded Leather and Hide.
Animal Companion: Druids gain a Dog/Wolf at 1st level that acts as
an extra character. The Dog/Wolf also improves as
the Druid levels up.
Spells: Starting at 1st level, Druids can cast a number of Divine
spells. He needs a Wis score of at least 10 + Spell Level
to be able to cast spells. The DC of his spells is 10 +
Spell Level + Wis mod. See table for spell progresssion.
Druid's need to prepare their spells in advance.
Skills gained later
*******************
Venom Immunity: At 9th Level, the Druid becomes immune to all
poisons.
Druid Spells Table
******************
+-------+---------------------------------------+
|Druid | Spells Per Day |
|Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+-------+---+---+---+---+---+---+---+---+---+---+
| 1 | 3 | 1 | | | | | | | | |
| 2 | 4 | 2 | | | | | | | | |
| 3 | 4 | 2 | 1 | | | | | | | |
| 4 | 5 | 3 | 2 | | | | | | | |
| 5 | 5 | 3 | 2 | 1 | | | | | | |
| 6 | 5 | 3 | 3 | 2 | | | | | | |
| 7 | 6 | 4 | 3 | 2 | 1 | | | | | |
| 8 | 6 | 4 | 3 | 3 | 2 | | | | | |
| 9 | 6 | 4 | 4 | 3 | 2 | 1 | | | | |
| 10 | 6 | 4 | 4 | 3 | 3 | 2 | | | | |
| 11 | 6 | 5 | 4 | 4 | 3 | 2 | 1 | | | |
| 12 | 6 | 5 | 4 | 4 | 3 | 3 | 2 | | | |
| 13 | 6 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | |
| 14 | 6 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | | |
| 15 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | |
| 16 | 6 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 | |
| 17 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 2 | 1 |
| 18 | 6 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 | 2 |
| 19 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 3 | 3 |
| 20 | 6 | 5 | 5 | 5 | 5 | 5 | 4 | 4 | 4 | 4 |
+-------+---+---+---+---+---+---+---+---+---+---+
My thoughts: The Druid is normally a excellent class. Notice that
I said NORMALLY. For some reason, the developers have
not added in the Druid's key ability, Wild Shape. This
skill allowed the Druid to change form into an animal,
gaining all the stats of the animal, as well as it's
attacks. Due to this I have yet to start play as one
so any feedback about this class will be gratefully
recieved.
B4.3.5. Fighter
------------------
Vital Statistics
****************
HD: D10 (1-10 Hp per level)
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
Primary Score: Str. More Str = more damage
Secondary Score: Con. As this character is frequently in melee, he
needs a high Hp level in order to survive.
Class Skill: Intimidate
Base Skill Points per level: 2
Skills gained at 1st level
**************************
Weapon Skills: All Simple and All Martial Weapons
Armor Skills: All Armors, plus All Shields (Except Tower)
Bonus Feat: Choose a combat feat that you meet the requirements for.
Skills gained later
*******************
Bonus Feat: Every 2nd level (2,4,6,8,etc,) choose an extra combat
feat that you meet the requirements for.
My thoughts: While the fighter doesn't get as many abilities as
the other classes, the sheer number of feats he gets
allows him to be very versatile. He also gets access
to 3 feats that no other class gets, Weapon Spec,
Greater Weapon Focus and Greater Weapon Spec. These
feats add to his damage total and to his ability to hit
the target. See the feats section for more. I would
recommend taking at least one fighter in a party, or a
similar class (Barbarian, Paladin, Ranger)
B4.3.6. Monk
---------------
Vital Statistics
****************
HD: D8 (1-8 Hp per level)
BAB: Average
Fort: Good
Ref: Good
Will: Good
Primary Score: Wis. Wis adds AC, as well as increasing the DC of
many of the monks skills.
Secondary Score: Dex. Adds to AC, which is important as the monk
doesn't wear any armor.
Tertiary Score: Str. As the monk is primarily a melee class, str
adds to the overall damage the character can do.
Class Skills: Concentration, Escape Artist, Hide, Knowledge(Arcane)
Knowledge(Religion), Move Silently, Perform, Sense
Motive, Spot and Tumble.
Base Skill Points per level: 4
Skills gained at 1st level
**************************
Weapon Skills: Club, Crossbow, Dagger, Handaxe, Javelin, Kama,
Nunchaku, Quarterstaff, Sai, Shuriken, Siangham,
and Sling.
Armor Skills: None. Monks use both their Dex and Wis to generate
their AC.
Stunning Fist: As per the feat
Flurry of Blows: Using either unarmed strikes or monk weapons, the
monk can make extra attacks at the expense of
accuracy. Refer to the table.
Monk Damage: A monk deals 1D6 damage with a unarmed strike, instead
of 1D3. This damage improves as the monk increases in
level. See the table, as small monks do less damage.
Skills gained later
*******************
Combat Reflexes: As per the feat. Gained at 2nd level
Evasion: On a sucessful Reflex, if the spell/trap would normally do
half damage, a monk takes no damage. e.g, a Fireball spell
goes of, doing 28 points of damage. If a monk succeeds on
the saving throw, he takes no damage, whereas another
character would take 14 points of damage. Gained at 2nd
level.
Improved Speed: Add 10ft (2 squares) to the monks speed. Gained
at 3rd level.
Ki Strike 1: The monks unarmed attacks are considered magic weapons
for the purposes of overcoming damage reduction.
Gained at 4th level.
Armour Bonus: +1 to AC. Gained at 5th level.
Purity of Body: Gain immunity to all diseases. Gained at 5th level.
Wholeness of Body: The monk can heal himself once per day, to a
total of twice his monk level (a 10th level
monk heals 20Hp). Gained at 7th level.
Improved Evasion: The monk now only takes half damage on a failed
Reflex save.
Ki Strike 2: The monks unarmed attacks are considered lawful
weapons for the purposes of overcoming damage
reduction. Gained at 10th level.
Armor Bonus: Get an additional +1 to AC. Gained at 10th level.
Diamond Body: Get immunity to all poisons. Gained at 11th level.
Diamond Soul: Gain a spell resistance equal to 10 + monk level.
Gained at 13th level.
Armor Bonus: Get an additional +1 to AC. Gained at 15th level.
Quivering Palm: Once per day, you can launch an attack, which if
successful, instantly kills the target. This attack
will not work on Oozes, Elementals, Undead, Plants,
Constructs or Incorporeal creatures. Gained at 15th
level.
Ki Strike 3: The monks unarmed attacks are considered adamantine
weapons for the purposes of overcoming damage
reduction. Gained at 16th level.
Armor Bonus: Get an additional +1 to AC. Gained at 20th level.
Perfect Body: Gain Damage Reduction of 10/Magic, meaning that the
first 10 points of damage are ignored, unless the
source of the damage is a magic weapon or spell.
Gained at 20th level.
Monks Unarmed Damage
********************
+-------+--------+--------+
| Monk | Small | Medium |
| Level | Monk | Monk |
| | Damage | Damage |
+-------+--------+--------+
| 1-3 | 1D4 | 1D6 |
| 4-7 | 1D6 | 1D8 |
| 8-11 | 1D8 | 1D10 |
| 12-15 | 1D10 | 2D6 |
| 16-19 | 2D6 | 2D8 |
| 20 | 2D8 | 2D10 |
+-------+--------+--------+
Monks Flurry Table
******************
+-------+--------------------+
| Monk | Flurry |
| Level | Attack Bonus |
+-------+--------------------+
| 1 | -2/-2 |
| 2 | -1/-1 |
| 3 | +0/+0 |
| 4 | +1/+1 |
| 5 | +2/+2 |
| 6 | +3/+3 |
| 7 | +4/+4 |
| 8 | +5/+5/+0 |
| 9 | +6/+6/+1 |
| 10 | +7/+7/+2 |
| 11 | +8/+8/+8/+3 |
| 12 | +9/+9/+9/+4 |
| 13 | +9/+9/+9/+4 |
| 14 | +10/+10/+10/+5 |
| 15 | +11/+11/+11/+6/+1 |
| 16 | +12/+12/+12/+7/+2 |
| 17 | +12/+12/+12/+7/+2 |
| 18 | +13/+13/+13/+8/+3 |
| 19 | +14/+14/+14/+9/+4 |
| 20 | +15/+15/+15/+10/+5 |
+-------+--------------------+
My thoughts: This is a good class to use, especially in the later
parts of the game, simply because Area Effect spells,
like Fireball, come into play more often, so having a
fast, spell resistant, evading monk is handy. Just
point him at a Wizard, and watch as spells slip off the
Monk. Take one along if you want something different.
B4.3.7. Paladin
------------------
Vital Statistics
****************
HD: D10 (1-10 Hp per level)
BAB: Good
Fort: Good
Ref: Poor
Will: Poor
Primary Score: Cha. Most of the Paladins abilities use the Cha mod
to add to or multiply damages.
Secondary Score: Wis. A Paladin gets a few spells, which require a
score of 10+ spell level. As Paladins spells only
go to 4th level, try not to put more than a 14 here
Tertiary Score: Str. The Paladin is primarily a melee warrior, as
his special attacks are added to melee attacks.
Class Skills: Concentration, Heal, Knowledge(Religion) and Sense
Motive.
Base Skill Points per level: 2
Skills gained at 1st level
**************************
Weapon Skills: All Simple and All Martial Weapons.
Armor Skills: All Armors, All Shields (except Tower)
Smite Evil: Once per day, a Paladin can add their Cha mod to an
attack roll. If the attack hits, the Paladin deals an
extra 1 point of damage per Paladin level. E.g, a 5th
level Paladin with a Cha score of 14 adds +2 to his
attack roll when using Smite, and deals his normal
weapon damage +5.
Skills gained later
*******************
Divine Grace: Add the Paladin's Cha mod to all saving throws.
Gained at 2nd level.
Lay on Hands: The Paladin can heal damage dealt to itself or another
once per day. The amount healed is equal to the
Paladin's level times Cha Bonus. Gained at 2nd level.
Aura of Courage: The Paladin becomes immune to Fear effects. Any
Ally within 10ft (2 Squares) gains a +4 bonus to
saving throws vs fear. Gained at 3rd level.
Divine Health: The Paladin becomes immune to all diseases. Gained
at 3rd level.
Turn Undead: As the Cleric ability, though the Paladin is treated as
a Cleric of 3 levels lower. Gained at 4th level.
Spells: The Paladin learns to cast a small number of Divine spells
at level 4 and higher. To cast a spell, the Paladin needs
a Wis score of at least 11 to cast level 1 spells. The
highest level spell a Paladin gains is level 4. Refer to the
table below for the Paladin's spell progression. Paladin's
need to prepare their spells in advance.
Paladin Spells Table
********************
+---------+---------------+
| Paladin | Spell Level |
| Level | 1 | 2 | 3 | 4 |
+---------+---+---+---+---+
| 1 | | | | |
| 2 | | | | |
| 3 | | | | |
| 4 | 0*| | | |
| 5 | 0*| | | |
| 6 | 1 | | | |
| 7 | 1 | | | |
| 8 | 1 | 0*| | |
| 9 | 1 | 0*| | |
| 10 | 1 | 1 | | |
| 11 | 1 | 1 | 0*| |
| 12 | 1 | 1 | 1 | |
| 13 | 1 | 1 | 1 | |
| 14 | 2 | 1 | 1 | 0*|
| 15 | 2 | 1 | 1 | 1 |
| 16 | 2 | 2 | 1 | 1 |
| 17 | 2 | 2 | 2 | 1 |
| 18 | 3 | 2 | 2 | 1 |
| 19 | 3 | 3 | 3 | 2 |
| 20 | 3 | 3 | 3 | 3 |
+---------+---+---+---+---+
*'ed entries indicate that a Paladin only can cast spells of this level if
he has a high enough wisdom to get a bonus spell of this level.
My thoughts: I like this class. The Paladin spells are mostly buff
type spells. The Lay on Hands ability can be used
to damage Undead, which the game seems to have in
abundance. Use this class instead of a Fighter, or in
tandem with.
B4.3.8. Psion
----------------
Vital Statistics
****************
HD: D4 (1-4 Hp per level)
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Primary Score: Int. An Int of 10+ power level is required to
mainfest a power. Bonus Power Points are gained from
having a high score. Refer to the table below the
base power points table.
Secondary Score: Dex. As Psions wear no armor, a high Dex is needed
to improve AC.
Class Skills: Bluff, Concentration, Psicraft and Sense Motive.
Base Skill Points per level: 2
Skills gained at 1st level
**************************
Weapon Skills: Club, Dagger, Crossbow, Quarterstaff and Shortspear.
Armor Skills: None, however, armor doesn't interfer with manifesting
powers.
Power Points: A Psion gains a number of Power Points, which he uses
to manifest powers, which are similar to spells.
See Table.
Powers Known: A Psion only knows a few powers. These are chosen as
the character levels up. See Table. Psions use their
powers on the fly.
Bonus Feat: The Psion gets a bonus feat, which must be a Psionic
feat.
Skills Gained Later
*******************
Bonus Feat: Every 5th level (5,10,15,20) the Psion gains a bonus
Psionic based feat.
Psion Power Points and Powers Known Table
*****************************************
+-------+--------+--------+---------+
| Psion | Power | Powers | Highest |
| Level | Points | Known | Power |
+-------+--------+--------+---------+
| 1 | 2 | 3 | 1st |
| 2 | 6 | 5 | 1st |
| 3 | 11 | 7 | 2nd |
| 4 | 17 | 9 | 2nd |
| 5 | 25 | 11 | 3rd |
| 6 | 35 | 13 | 3rd |
| 7 | 46 | 15 | 4th |
| 8 | 58 | 17 | 4th |
| 9 | 72 | 19 | 5th |
| 10 | 88 | 21 | 5th |
| 11 | 106 | 22 | 6th |
| 12 | 126 | 24 | 6th |
| 13 | 147 | 25 | 7th |
| 14 | 170 | 27 | 7th |
| 15 | 195 | 28 | 8th |
| 16 | 221 | 30 | 8th |
| 17 | 250 | 31 | 9th |
| 18 | 280 | 33 | 9th |
| 19 | 311 | 34 | 9th |
| 20 | 343 | 36 | 9th |
+-------+--------+--------+---------+
This table will need some explaining. The Psion only knows a certain
number of powers, shown in the third column, restricted to a certain level
as shown in the fourth column. However, I have gotten this table from the
Expanded Psionics Handbook, so the game may handle the power assignment
differently, as I have yet to play as a Psion. Also, the next table is
from the Expanded Psionics Handbook, and it shows the bonus power points
gained per level for a high score in the ability needed to manifest
powers. Note that you only get the highest number for your level, you do
not add the 1st level bonus to the 2nd level bonus for the points you have
at 2nd level. This table goes up to scores of 30, though it is difficult
to get any score that high.
+---------+------------------------------------------------+
| Ability | Level |
| Score | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
+---------+---+----+----+----+----+----+----+----+----+----+
| 10 - 11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 12 - 13 | 0 | 1 | 1 | 2 | 2 | 3 | 3 | 4 | 4 | 5 |
| 14 - 15 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 |
| 16 - 17 | 1 | 3 | 4 | 6 | 7 | 9 | 10 | 12 | 13 | 15 |
| 18 - 19 | 2 | 4 | 6 | 8 | 10 | 12 | 14 | 16 | 18 | 20 |
| 20 - 21 | 2 | 5 | 7 | 10 | 12 | 15 | 17 | 20 | 22 | 25 |
| 22 - 23 | 3 | 6 | 9 | 12 | 15 | 18 | 21 | 24 | 27 | 30 |
| 24 - 25 | 3 | 7 | 10 | 14 | 17 | 21 | 24 | 28 | 31 | 35 |
| 26 - 27 | 4 | 8 | 12 | 16 | 20 | 24 | 28 | 32 | 36 | 40 |
| 28 - 29 | 4 | 9 | 13 | 18 | 22 | 27 | 31 | 36 | 40 | 45 |
| 30 - 31 | 5 | 10 | 15 | 20 | 25 | 30 | 35 | 40 | 45 | 50 |
+---------+---+----+----+----+----+----+----+----+----+----+
+---------+--------------------------------------------------+
| Ability | Level |
| Score | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
+---------+----+----+----+----+----+----+----+----+----+-----+
| 10 - 11 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 | 0 |
| 12 - 13 | 5 | 6 | 6 | 7 | 7 | 8 | 8 | 9 | 9 | 10 |
| 14 - 15 | 11 | 12 | 13 | 14 | 15 | 16 | 17 | 18 | 19 | 20 |
| 16 - 17 | 16 | 18 | 19 | 21 | 22 | 24 | 25 | 27 | 28 | 30 |
| 18 - 19 | 22 | 24 | 26 | 28 | 30 | 32 | 34 | 36 | 38 | 40 |
| 20 - 21 | 27 | 30 | 32 | 35 | 37 | 40 | 42 | 45 | 47 | 50 |
| 22 - 23 | 33 | 36 | 39 | 42 | 45 | 48 | 51 | 54 | 57 | 60 |
| 24 - 25 | 38 | 42 | 45 | 49 | 52 | 56 | 59 | 63 | 66 | 70 |
| 26 - 27 | 44 | 48 | 52 | 56 | 60 | 64 | 68 | 72 | 76 | 80 |
| 28 - 29 | 49 | 54 | 58 | 63 | 67 | 72 | 76 | 81 | 85 | 90 |
| 30 - 31 | 55 | 60 | 65 | 70 | 75 | 80 | 85 | 90 | 95 | 100 |
+---------+----+----+----+----+----+----+----+----+----+-----+
My Thoughts: Not having played with a Tactics Psion, I am unsure
how they would play. I would assume that they function
in the same way a Sorcerer does.
B4.3.9. Psychic Warrior
--------------------------
Vital Statistics
****************
HD: D8 (1-8 Hp per level)
BAB: Average
Fort: Good
Ref: Poor
Will: Poor
Primary Score: Str. As a warrior class, the ability to hit and
damage an opponent is a high priority.
Secondary Score: Wis. A Wis of 10+ power level is required to be
able to manifest a power. Bonus power points are
gained from a high Wis. See the Psion table.
Class Skills: Autohypnosis, Concentration and Search
Base Skill Points per level: 2
Skills gained at 1st level
**************************
Weapon Skills: All Simple and Martial Weapons
Armor Skills: All Armor and All Shields (except Tower)
Power Points: A Psychic Warrior gets power points according to the
following table.
Powers: A Psychic Warrior knows 1 power at first level, then gets
1 new power per level after. Psychic Warriors use their
powers on the fly.
Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be
a Fighter or Psionic feat.
Skills gained later
*******************
Bonus Feat: A Psychic Warrior recieves a bonus feat, which must be
a Fighter or Psionic feat. Gained at 2nd, 5th, 8th, 11th
14th, 17 and 20th level.
Psychic Warrior Power Points and Powers Known Table
***************************************************
+---------+--------+--------+---------+
| Psychic | Power | Powers | Highest |
| Warrior | Points | Known | Level |
| Level | | | Power |
+---------+--------+--------+---------+
| 1 | 0* | 1 | 1st |
| 2 | 1 | 2 | 1st |
| 3 | 3 | 3 | 1st |
| 4 | 5 | 4 | 2nd |
| 5 | 7 | 5 | 2nd |
| 6 | 11 | 6 | 2nd |
| 7 | 15 | 7 | 3rd |
| 8 | 19 | 8 | 3rd |
| 9 | 23 | 9 | 3rd |
| 10 | 27 | 10 | 4th |
| 11 | 35 | 11 | 4th |
| 12 | 43 | 12 | 4th |
| 13 | 51 | 13 | 5th |
| 14 | 59 | 14 | 6th |
| 15 | 67 | 15 | 6th |
| 16 | 79 | 16 | 6th |
| 17 | 91 | 17 | 6th |
| 18 | 103 | 18 | 6th |
| 19 | 115 | 19 | 6th |
| 20 | 127 | 20 | 6th |
+---------+--------+--------+---------+
This table will need some explaining. The Psychic Warrior only knows a
certain number of powers, shown in the third column, restricted to a
certain level as shown in the fourth column. However, I have gotten this
table from the Expanded Psionics Handbook, so the game may handle the
power assignment differently, as I have yet to play as a Psychic Warrior.
My thoughts: After using the glitch from the Gamefaqs boards, I
have found that the game only has 18 powers for the
Pyschic Warrior, so by level 18, your character will
have gained them all. The only plus is that you only
need to choose the order you gain the powers in. There
are a few key powers missing from thier list (Animal
Affinity is one), which could have been implemented by
Kuji. My advice, give this character any 2 handed
weapon, use the powers Force Screen, Inertial Armor
and Thick Skin at the maximum possible for each level,
and you will quickly get an un-hitable character, as
using those powers at the minimum level, without any
Dex or other armor gets you an AC of 19.
B4.3.10. Ranger
-----------------
Vital Statistics
****************
HD: D8 (1-8 Hp per level)
BAB: Good
Fort: Good
Ref: Good
Will: Poor
Primary Ability: Dex or Str. This depends on whether you take
Archery or Two-Weapon Combat at 2nd level.
Secondary Ability: Wis. A Ranger gets a few spells, which require a
score of 10+ spell level. As Ranger spells only
go to 4th level, try not to put more than a 14 here
Class Skills: Concentration, Heal, Hide, Knowledge(Nature), Listen,
Move Silently, Search, Spot and Survival.
Base Skill Points per level: 6
Skills gained at 1st level
**************************
Weapon Skills: All Simple and All Martial Weapons.
Armor Skills: All Light Armour and All Shields (except Tower)
Skills gained later
*******************
Bonus Feat: In the Pen and Paper game, here Rangers choose whether
they will focus on melee combat or ranged combat, which
gives them a pre-picked set of feats at certain levels.
In Tactics however, they appear to give bonus feats
instead. I will now list the feats for each choice, so
you can preserve the core aspect. The feats are gained
at 2nd level, 6th level and 11th level.
+------------------------------------+
| Melee | Archery |
+---------------------+--------------+
| Two Weapon Fighting | Rapid Shot |
| Improved Two Weapon | Manyshot |
| Fighting | |
| Greater Two Weapon | Improved |
| Fighting | Precise Shot |
+---------------------+--------------+
NOTE: Manyshot isn't in this game, as far as I can see,
so I think that is why they changed this part of
the Ranger.
Spells: At 4th level, like the Paladin, the Ranger can cast a small
number of Divine spells. The Ranger needs a score of 10 +
spell level in order to cast any spells. A Wis score of 14
gives access to all levels of available spells. Refer to
the table below for the Ranger's spell progression.Ranger's
need to prepare their spells in advance.
Animal Companion: Ranger's gain a Dog/Wolf at 1st level that acts as
an extra character. The Dog/Wolf also improves as
the Ranger levels up. Gained at 4th level.
Ranger Spells Table
*******************
+---------+---------------+
| Ranger | Spell Level |
| Level | 1 | 2 | 3 | 4 |
+---------+---+---+---+---+
| 1 | | | | |
| 2 | | | | |
| 3 | | | | |
| 4 | 0*| | | |
| 5 | 0*| | | |
| 6 | 1 | | | |
| 7 | 1 | | | |
| 8 | 1 | 0*| | |
| 9 | 1 | 0*| | |
| 10 | 1 | 1 | | |
| 11 | 1 | 1 | 0*| |
| 12 | 1 | 1 | 1 | |
| 13 | 1 | 1 | 1 | |
| 14 | 2 | 1 | 1 | 0*|
| 15 | 2 | 1 | 1 | 1 |
| 16 | 2 | 2 | 1 | 1 |
| 17 | 2 | 2 | 2 | 1 |
| 18 | 3 | 2 | 2 | 1 |
| 19 | 3 | 3 | 3 | 2 |
| 20 | 3 | 3 | 3 | 3 |
+---------+---+---+---+---+
*'ed entries indicate that a Ranger only can cast spells of this level if
he has a high enough wisdom to get a bonus spell of this level.
My thoughts: For some reason, Kuji have removed the Ranger's
Favoured Enemy ability, which gave the Ranger some
advantages over certain types of foe. However, the
Ranger is a good class to use despite this, as you can
use him as a forward scout easily, and he does bring
an extra "character" in the form of a dog/wolf later
in the game. Another class that's interchangable with
the standard Fighter class.
B4.3.11. Rogue
----------------
Vital Statistics
****************
HD: D6 (1-6 Hp per level)
BAB: Average
Fort: Poor
Ref: Good
Will: Poor
Primary Score: Dex. A high Dex score assists with sneaking and Open
Lock checks.
Secondary Score: Int. A high Int allows you to pick up more skills.
Class Skills: Bluff, Disable Device, Escape Artist, Hide,
Intimidate, Listen, Move Silently, Open Lock, Perform,
Search, Sense Motive, Spot, Tumble, and Use Magic
Device.
Base Skill Points per level: 8
Skills gained at 1st level
**************************
Weapon Skills: All Simple Weapons, plus Hand Crossbow, Rapier,
Shortbow and Shortsword.
Armor Skills: All Light Armor
Trapfinding: Rogues are the only class in the game that can Search
for traps that are harder then DC20 to find.
Sneak Attack: Whenever a Rogue is flanking an opponent, or when they
hit a target before it realises that the Rogue is
there, the Rogue deals +1D6 damage. This increases
every odd level after, by an extra D6. I.e., a 11th
level Rogue deals +6D6 damage with a SneaK Attack.
Skills gained later
*******************
Evasion: On a sucessful Reflex, if the spell/trap would normally do
half damage, a monk takes no damage. e.g, a Fireball spell
goes of, doing 28 points of damage. If a monk succeeds on
the saving throw, he takes no damage, whereas another
character would take 14 points of damage. Gained at 2nd
level.
Trap Sense: You gain a +1 bonus to Reflex saves vs. Traps and a +1
Armour bonus to avoid being hit by traps. This bonus
increases by +1 at levels 6th, 9th, 12th, 15th ,18th.
Gained at 3rd Level.
Uncanny Dodge: You retain your Dex bonus to Armor class, even when
Flat-footed or attacked by an invisible character.
Gained at 4th Level.
Improved Uncanny Dodge: You can no longer be flanked. This also
means that Rogues can no longer Sneak
Attack you. Gained at 8th level.
My thoughts: I have used a Rogue, and they are fairly good. The
Sneak Attack ability adds some considerable damage, but
as Sneak Attack applies to ranged weapons within 30ft
(6 Squares) of the target, if you don't kill with the
first shot, you can be in trouble, as Rogues are
lightly armored. The skill "Open Lock" is useful, as
roughly 60% of chests in most areas are locked. Take
along one if you want, a strong fighter will eventually
breal his way into anything thats locked.
B4.3.12. Sorceror
-------------------
Vital Statistics
****************
HD: D4 (1-4 Hp per level)
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Primary Score: Cha. A high Cha is needed to cast the most powerful
spells.
Secondary Score: Dex. Even though the sorcerer will be behind most
of your party, sometimes enemies will get to close
combat. A high Dex will boost that AC
Class Skills: Bluff, Concentration, Knowledge(Arcane) and Spellcraft
Basic Skill Points per level: 2
Skills gained at 1st level
**************************
Weapon Skills: All Simple Weapons.
Armor Skills: None. Armor interfers with spellcasting.
Familiar: During generation, you can pick a familiar, which grants
you a small bonus depending on the creature you choose.
Consult the table below.
+----------+------------------+
| Familiar | Bonus |
+----------+------------------+
| Bat | +3 Listen |
| Cat | +3 Move Silently |
| Hawk | +3 Spot |
| Owl | +3 Search |
| Rat | +2 Fort |
| Snake | +3 Bluff |
| Toad | +3 Hp |
| Weasel | +2 Ref |
+----------+------------------+
While you don't need to take one, I would recommend taking
the Toad or Rat as your familiar, to boost the low areas
the Sorcerer has.
Spells: The Sorcerer learns to cast Arcane spells. The Sorcerer
knows a limited number of spells, so plan carefully which
spells you will take. The ability the spells are tied to is
Cha, so if you want to cast the highest level spells, you
will need to have a score of 19 or better. The DC of the
spells is 10 + Cha Mod + Spell Level. Refer to the tables
for spell progression and spells known. Sorcerers cast their
spells on the fly.
Sorcerer Spells Known
*********************
+----------+---------------------------------------+
| Sorcerer | Spells Known |
| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+----------+---+---+---+---+---+---+---+---+---+---+
| 1 | 4 | 2 | | | | | | | | |
| 2 | 5 | 2 | | | | | | | | |
| 3 | 5 | 3 | | | | | | | | |
| 4 | 6 | 3 | 1 | | | | | | | |
| 5 | 6 | 4 | 2 | | | | | | | |
| 6 | 7 | 4 | 2 | 1 | | | | | | |
| 7 | 7 | 5 | 3 | 2 | | | | | | |
| 8 | 8 | 5 | 3 | 2 | 1 | | | | | |
| 9 | 8 | 5 | 4 | 3 | 2 | | | | | |
| 10 | 9 | 5 | 4 | 3 | 2 | 1 | | | | |
| 11 | 9 | 5 | 5 | 4 | 3 | 2 | | | | |
| 12 | 9 | 5 | 5 | 4 | 3 | 2 | 1 | | | |
| 13 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | | | |
| 14 | 9 | 5 | 5 | 4 | 4 | 3 | 2 | 1 | | |
| 15 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | | |
| 16 | 9 | 5 | 5 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 17 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | |
| 18 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 19 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 20 | 9 | 5 | 5 | 4 | 4 | 4 | 4 | 3 | 3 | 3 |
+----------+---+---+---+---+---+---+---+---+---+---+
Sorcerer Spell Progression
**************************
+----------+---------------------------------------+
| Sorcerer | Spells Per Day |
| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+----------+---+---+---+---+---+---+---+---+---+---+
| 1 | 5 | 3 | | | | | | | | |
| 2 | 6 | 4 | | | | | | | | |
| 3 | 6 | 5 | | | | | | | | |
| 4 | 6 | 6 | 3 | | | | | | | |
| 5 | 6 | 6 | 4 | | | | | | | |
| 6 | 6 | 6 | 5 | 3 | | | | | | |
| 7 | 6 | 6 | 6 | 4 | | | | | | |
| 8 | 6 | 6 | 6 | 5 | 3 | | | | | |
| 9 | 6 | 6 | 6 | 6 | 4 | | | | | |
| 10 | 6 | 6 | 6 | 6 | 5 | 3 | | | | |
| 11 | 6 | 6 | 6 | 6 | 6 | 4 | | | | |
| 12 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | | |
| 13 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | | |
| 14 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | | |
| 15 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | | |
| 16 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 | |
| 17 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 | |
| 18 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 5 | 3 |
| 19 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 4 |
| 20 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 | 6 |
+----------+---+---+---+---+---+---+---+---+---+---+
My thoughts: Use this character as an artillery unit. Pick up most
of the damage spells, taking only 1 or 2 defensive
spells. If you want a character thet can continually
dish out high numbers of damage, this is the choice.
One word of warning, when using spells like Fireball,
ensure that you have a perfectly clear path to the
target area, as the spell has a habit of detonating
where you don't expect.
B4.3.13. Wizard
-----------------
Vital Statistics
****************
HD: D4 (1-4 Hp per level)
BAB: Poor
Fort: Poor
Ref: Poor
Will: Good
Primary Score: Int. A high Int is needed to cast the most powerful
spells.
Secondary Score: Dex. Even though the Wizard will be behind most
of your party, sometimes enemies will get to close
combat. A high Dex will boost that AC
Class Skills: Bluff, Concentration, Knowledge(Arcane),
Knowledge(Dungeoneering), Knowledge(Nature),
Knowledge(Religion), Knowledge(The Planes)
and Spellcraft
Basic Skill Points per level: 2
Skills gained at 1st level
**************************
Weapon Skills: All Simple Weapons.
Armor Skills: None. Armor interfers with spellcasting.
Familiar: During generation, you can pick a familiar, which grants
you a small bonus depending on the creature you choose.
Consult the table below.
+----------+------------------+
| Familiar | Bonus |
+----------+------------------+
| Bat | +3 Listen |
| Cat | +3 Move Silently |
| Hawk | +3 Spot |
| Owl | +3 Search |
| Rat | +2 Fort |
| Snake | +3 Bluff |
| Toad | +3 Hp |
| Weasel | +2 Ref |
+----------+------------------+
While you don't need to take one, I would recommend taking
the Toad or Rat as your familiar, to boost the low areas
the Wizard has.
Spells: The Wizard learns to cast Arcane spells. The ability the
spells are tied to is Int, so if you want to cast the
highest level spells, you will need to have a score of 19 or
better. The DC of the spells is 10 + Int Mod + Spell Level.
The wizard recieves knowledge of all 0 level spells at 1st
level, plus the knowledge of 3 1st level spells, plus
1 spell per point of Int bonus. At each level up, the
Wizard adds 2 new spells to his spellbook of any level that
he can currently cast. Eg., a 3rd level Wizard can cast 2nd
and 1st level spells, when he goes up to 4th level, the
spells he can choose are from either 1st or 2nd level.
Additionally, a Wizard can write spells to his spellbook
by copying them from scrolls. Wizards need to prepare their
spells in advance.
Wizard Spell Progression
************************
+--------+---------------------------------------+
| Wizard | Spell Level |
| Level | 0 | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 |
+--------+---+---+---+---+---+---+---+---+---+---+
| 1 | 3 | 1 | | | | | | | | |
| 2 | 4 | 2 | | | | | | | | |
| 3 | 4 | 2 | 1 | | | | | | | |
| 4 | 4 | 3 | 2 | | | | | | | |
| 5 | 4 | 3 | 2 | 1 | | | | | | |
| 6 | 4 | 3 | 3 | 2 | | | | | | |
| 7 | 4 | 4 | 3 | 2 | 1 | | | | | |
| 8 | 4 | 4 | 3 | 3 | 2 | | | | | |
| 9 | 4 | 4 | 4 | 3 | 2 | 1 | | | | |
| 10 | 4 | 4 | 4 | 3 | 3 | 2 | | | | |
| 11 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | | |
| 12 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | | |
| 13 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | | |
| 14 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | | |
| 15 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 | |
| 16 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 | |
| 17 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 2 | 1 |
| 18 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 | 2 |
| 19 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 3 | 3 |
| 20 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 | 4 |
+--------+---+---+---+---+---+---+---+---+---+---+
My thoughts: Use a Wizard to have a greater range of spells to use,
as opposed to the limited number a Sorcerer has.
Generally, a Wizard tends to have those spells that
the more combat orientated Sorceror wouldn't choose.
With fewer spells per day, you need to plan what spells
you will prepare for each adventure.
The Great Wizard Vs Sorcerer debate.
************************************
I didn't really want to put this in, but I can see that I will
get many e-mails on this subject. In Tactics, wizards and sorcerers
are fairly identical, as you can rest, recharging spells at any
time in the adventure map. However, as by 7-10th levels, you have
more than enough spells to do the, map without resting once.
Because of this, you have to pick your spells carefully for both
classes, but due to the sorcerer's ability to cast any of his
known spells at any time, he has a "slight" edge on the Wizard,
if you play without resting. I have played the entire game, and I
only rested on 2 or 3 of the maps (out of around 20), and those
were ones with protracted battles, and many of them. So, it's up
to you, the player, as always, to play the game as you see fit,
as a D and D game or as a computer gamer.
Nuff Said :)
B4.4.1. Skills
---------------
In this section, I will list the skills, their usage in game, and what
ability score will add to the total in brackets next to the skill name.
A skill that has trained only in it means that you need to spend points in
it to be able to use it, such as Open Lock. Some skills are able to be
used without spending points in it, such as Listen.
Autohypnosis(Wis): A successful Autohypnosis check allows a
character to resist poisons and even death for a
brief time. Trained Only.
Bluff(Cha): Mislead an opponent in combat. Doing this usually gives
you a bonus to hit the oppponent next round, if they
fail their Sense Motive check.
Concentration(Con): This skills is important for spell casters and
power manifesters when they try to cast spells
whilst in melee. A successful check means that
the spell/power works normally. Failure means
that you lose the spell.
Disable Device(Int): The skill used to disable any traps you find.
Trained Only.
Escape Artist(Dex): Used to escape webs and other forms of
confinement.
Heal(Wis): A important skill that allows you to stabilise a dying
ally. It doesn't restore Hp, just prevents losing more.
Hide(Dex): Stay hidden from enemies.
Intimidate(Cha): Frighten the enemy. The enemy loses some attack
skill when fighting you.
Knowledge(Arcana)(Int): Reveals the Hp of Magical Beast, Constructs
and Dragons. Trained Only.
Knowledge(Dungeoneering)(Int): Reveals the Hp of Aberrations and
Oozes. Trained Only.
Knowledge(Nature)(Int): Reveals the Hp of Animals, Fey, Giants,
Monstrous Humanoids, Plants and Vermin.
Trained Only.
Knowledge(Religion)(Int): Reveals the Hp of Undead. Trained Only
Knowledge(The Planes)(Int): Reveals the Hp of Outsiders and
Elementals. Trained Only.
Listen(Wis): Detect someone trying to sneak up on you.
Move Silently(Dex): Move up to an opponent without being detected.
Open Lock(Dex): Used to open locked chests and doors. Trained Only.
Perform(Cha): A skill used to play music. A bard needs points in
this in order to use Bardic Music.
Psicraft(Int): Used to identify powers being manifested by enemies.
Trained Only.
Search(Int): Used to find hidden doors and traps.
Sense Motive(Wis): Used to beat Bluff.
Spellcraft(Int): Used to identify spells being cast by enemies.
Trained Only.
Spot(Wis): Detect hidden enemies.
Survival(Wis): Reveals the Hp of Animals, Plants and Vermin.
Tumble(Dex): Move around without triggering Attacks of Opportunity.
Trained Only.
Use Magic Device(Cha): Use a magic item that you can't normally use.
Trained Only.
B4.4.2. Feats
--------------
In this next section I will list the feats available. The format will be:
Feat Name
Requirements (if any)
Usage/Ability Granted
I will group the feats into General, Psychic and Magic. Psychic feats
usually require that you are a Psion or Pyschic Warrior. Magic feats
alter spells in some fashion. Any feat that is on the list for Fighters
to choose every 2nd level will have [Fighter] next to it's name.
B4.4.2.1. General Feats
***********************
Acrobatic:
+2 bonus to Tumble checks.
Agile:
+2 bonus to Escape Artist checks.
Alertness:
+2 bonus to Listen and Spot checks.
Armor Proficiency(Heavy):
Allows the character to use Splint Mail, Banded Mail, Half-Plate and
Full Plate without penalty.
Armor Proficiency(Light):
Allows the character to use Padded, Leather, Studded Leather and
Chain Shirts without penalty.
Armor Proficiency(Medium):
Allows the character to use Hide, Scale, Chainmail, and Breastplate
without penalty.
Blind Fight[Fighter]:
In melee, each time you miss due to invisiblity or concealment,
re-roll the attack once. Invisible attackers gain no advantaeg when
fighting you.
Cleave[Fighter]:
Requirements: Power Attack
If you kill your opponent with an attack, you automatically attack
one other opponent within reach.
Combat Expertise[Fighter]:
Requirements: Int 13+
You take a penalty to your attack and add it to your armor class.
Max is -5 attack, +5 AC. The penalty cannot be higher than your
BAB.
Combat Reflexes[Fighter]:
You gain Attacks of Opportunity equal to 1 + Dex Mod.
Diehard:
If reduced to negative Hp (-1 to -9), you are disabled rather than
dying.
Dodge[Fighter]:
Requirements: Dex 13+
Grants a +1 bonus to AC against an opponent.
Extra Turning:
Requirements: Turn or Rebuke Undead ability
Gives and extra 3 uses per day of Turn or Rebuke Undead.
Great Fortitude:
Grants an +2 bonus to Fort saves
Greater Two Weapon Fighting[Fighter]:
Requirements: Dex 19+, BAB +11, Improved Two Weapon Fighting
Grants a third attack with the off-hand weapon.
Greater Weapon Focus(Axe)[Fighter]:
Requirements: Weapon Focus(Axe), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Axe class
weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.
Greater Weapon Focus(Blunt)[Fighter]:
Requirements: Weapon Focus(Blunt), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Blunt class
weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy
Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
and Warhammer.
Greater Weapon Focus(Bow)[Fighter]:
Requirements: Weapon Focus(Bow), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Bow class
weapons; Shortbow and Longbow.
Greater Weapon Focus(Crossbow)[Fighter]:
Requirements: Weapon Focus(Crossbow), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Crossbow class
weapons; Hand Crossbow, Light Crossbow and Heavy Crossbow.
Greater Weapon Focus(Heavy Sword)[Fighter]:
Requirements: Weapon Focus(Heavy Sword), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Heavy Sword
class weapons; Bastard Sword, Falchion, Greatsword, Longsword,
Scimitar, and Two Bladed Sword.
Greater Weapon Focus(Light Sword)[Fighter]:
Requirements: Weapon Focus(Light Sword), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Light Sword
class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword.
Greater Weapon Focus(Polearm)[Fighter]:
Requirements: Weapon Focus(Polearm), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Polearm class
weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur,
Shortspear, Spear, and Trident.
Greater Weapon Focus(Thrown)[Fighter]:
Requirements: Weapon Focus(Polearm), Fighter level 8
Gain an additional +1 bonus on attack rolls made with Polearm class
weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe.
Greater Weapon Specialisation(Axe)[Fighter]:
Requirements: Greater Weapon Focus(Axe), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Axe class
weapons; Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
Pick, Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.
Greater Weapon Specialisation(Blunt)[Fighter]:
Requirements: Greater Weapon Focus(Axe), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Blunt class
weapons; Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy
Flail, Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
and Warhammer.
Greater Weapon Specialisation(Bow)[Fighter]:
Requirements: Greater Weapon Focus(Bow), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Bow class
weapons; Longbow and Shortbow.
Greater Weapon Specialisation(Crossbow)[Fighter]:
Requirements: Greater Weapon Focus(Crossbow), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Crossbow class
weapons; Hand Crossbow, Light Crossbow, Heavy Crossbow.
Greater Weapon Specialisation(Heavy Sword)[Fighter]:
Requirements: Greater Weapon Focus(Heavy Sword), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Heavy Sword
class weapons; Bastard Sword, Falchion, Greatsword, Longsword,
Scimitar, and Two Bladed Sword.
Greater Weapon Specialisation(Light Sword)[Fighter]:
Requirements: Greater Weapon Focus(Light Sword), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Light Sword
class weapons; Dagger, Kukri, Rapier, Sai, and Short Sword.
Greater Weapon Specialisation(Polearm)[Fighter]:
Requirements: Greater Weapon Focus(Polearm), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Polearm class
weapons; Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur,
Shortspear, Spear, and Trident.
Greater Weapon Specialisation(Thrown)[Fighter]:
Requirements: Greater Weapon Focus(Thrown), Fighter level 12
Gain an additional +2 bonus on damage rolls made with Thrown class
weapons; Dart, Javelin, Shuriken, Sling, and Throwing Axe.
Improved Bull Rush[Fighter]:
Requirements: Power Attack
Gain a +4 bonus on Bull Rush attempts, the opponent no longer gets
an Attack of Opportunity.
Improved Critical[Fighter]:
Requirements: BAB +8
Double the critical threat range of any weapon.
Improved Feint[Fighter]:
Requirements: Combat Expertise
Feint as a standard action, not a full round action.
Improved Initative[Fighter]:
Gain a +4 bonus to Initiative checks.
Improved Precise Shot[Fighter]:
Requirements: Dex 19+, BAB +11, Precise Shot
You ignore any concealmen the opponent has, up to full concealment.
Improved Turning:
Requirements: Turn or Rebuke Undead ability
Gain a +1 bonus on the character level check part of the Turn Undead
rolls.
Improved 2 Weapon Fighting[Fighter]:
Requirements: Dex 17+, BAB +6, 2 Weapon Fighting
Gain a second attack with the off-hand weapon.
Improved Unarmed Strike[Fighter]:
You are considered armed when fighting barehanded, so you no longer
provoke Attack of Opportunity.
Investigator
Gain a +2 bonus to Search checks.
Iron Will
Gain a +2 bonus to Will saves.
Lightning Reflexes
Gain a +2 bonus to Reflex saves.
Martial Weapon Proficiency
Requirements: Barbarian Level 1, Fighter Level 1, Paladin Level 1,
Psychic Warrior Level 1, Ranger Level 1
Gain proficiency will all martial weapons. The above classes get
this feat for free at first level. Other characters have to buy
weapon proficiency for martial weapons individually.
Nimble Fingers:
Gain a +2 bonus to Open Lock and Disable Device checks.
Point Blank Shot[Fighter]:
Gain a +1 attack bonus when shooting at an opponent within 30ft
(6 squares) of your character.
Power Attack[Fighter]:
Requirements: Str 13+
You trade in accuracy for damage. You can take up to 5 off your
attack roll and add a like number to damage.
Precise Shot[Fighter]:
Removes the -4 attack roll penalty for shooting into a melee.
Quick Draw[Fighter]:
Requirements: +1 BAB
You can draw a weapon as a free action.
Rapid Shot[Fighter]:
Requirements: Dex 13+, Point Blank Shot.
Gain an extra attack when using a bow (not a crossbow) at the
expense of accuracy.
Shield Proficiency:
Removes the attack penalty for using a shield untrained.
Simple Weapon Proficiency:
Allows the character to use all simple weapons without penalty.
All classes except for the Druid, Monk, Psion and Wizard start with
this feat.
Spring Attack[Fighter]:
Requirements: Dodge, BAB +4
You can move before and after making an attack. This feat cannot be
used whilst wearing Heavy Armor.
Stealthy:
Gain a +2 bonus to Hide and Move Silently checks.
Stunning Fist[Fighter]:
Requirements: Dex 13+, Wis 13+, BAB 8+, Improved Unarmed Strike
You can make a stunning unarmed attack.
Toughness:
Gain +3 to maximum Hp
Tower Shield Proficiency[Fighter]:
Requirements: Shield Proficiency
You can use Tower Shields without penalty.
Two Weapon Defense[Fighter]:
Requirements: Two Weapon Fighting
Gain a +1 AC bonus with the weapon in the off hand
Two Weapon Fighting[Fighter]:
Requirements: Dex 15+
Reduces the penalties for fighting with two weapons.
Weapon Finesse[Fighter]:
Requirements: +1 BAB
Use your Dex Mod instead of your Str Mod when attacking with a light
weapon.
Weapon Focus(Axe)[Fighter]:
Gain a +1 bonus on attack rolls made with Axe class weapons;
Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light
Pick,
Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.
Weapon Focus(Blunt)[Fighter]:
Gain a +1 bonus on attack rolls made with Blunt class weapons;
Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail,
Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
and Warhammer.
Weapon Focus(Bow)[Fighter]:
Gain a +1 bonus on attack rolls made with Bow class weapons;
Longbow and Shortbow.
Weapon Focus(Crossbow)[Fighter]:
Gain a +1 bonus on attack rolls made with Crossbow class weapons;
Hand Crossbow, Light Crossbow and Heavy Crossbow.
Weapon Focus(Heavy Sword)[Fighter]:
Gain a +1 bonus on attack rolls made with Heavy Sword class weapons;
Bastard Sword, Falchion, Greatsword, Longsword, Scimitar, and Two
Bladed Sword.
Weapon Focus(Light Sword)[Fighter]:
Gain a +1 bonus on attack rolls made with Light Sword class weapons;
Dagger, Kukri, Rapier, Sai, and Short Sword.
Weapon Focus(Polearm)[Fighter]:
Gain a +1 bonus on attack rolls made with Polearm class weapons;
Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear,
Spear, and Trident.
Weapon Focus(Thrown)[Fighter]:
Gain a +1 bonus on attack rolls made with Thrown class weapons;
Dart, Javelin, Shuriken, Sling, and Throwing Axe.
Weapon Proficiency(Weapon)[Fighter]:
Use the (Weapon) without penalty. I.e., if you took Weapon
Proficiency (Gnome Hooked Hammer), you could use a Gnome Hooked
Hammer without penalty.
Weapon Specialisation(Axe)[Fighter]:
Requirements: Weapon Focus(Axe), Fighter level 4
Gain a +2 bonus on damage rolls made with Axe class weapons;
Battleaxe, Dwarven Waraxe, Greataxe, Handaxe, Kama, Light Pick,
Heavy Pick, Orc Double Axe, Sickle, and Dwarven Urgrosh.
Weapon Specialisation(Blunt)[Fighter]:
Requirements: Weapon Focus(Blunt), Fighter level 4
Gain a +2 bonus on damage rolls made with Blunt class weapons;
Club, Dire Flail, Gnome Hooked Hammer, Greatclub, Heavy Flail,
Heavy Mace, Light Hammer, Light Mace, Nunchaku, Quarterstaff
and Warhammer.
Weapon Specialisation(Bow)[Fighter]:
Requirements: Weapon Focus(Bow), Fighter level 4
Gain a +2 bonus on damage rolls made with Bow class weapons;
Longbow and Shortbow.
Weapon Specialisation(Crossbow)[Fighter]:
Requirements: Weapon Focus(Crossbow), Fighter level 4
Gain a +2 bonus on damage rolls made with Crossbow class weapons;
Hand Crossbow, Light Crossbow, Heavy Crossbow.
Weapon Specialisation(Heavy Sword)[Fighter]:
Requirements: Weapon Focus(Heavy Sword), Fighter level 4
Gain a +2 bonus on damage rolls made with Heavy Sword class
weapons; Bastard Sword, Falchion, Greatsword, Longsword,
Scimitar, and Two Bladed Sword.
Weapon Specialisation(Light Sword)[Fighter]:
Requirements: Weapon Focus(Light Sword), Fighter level 4
Gain a +2 bonus on damage rolls made with Light Sword class weapons;
Dagger, Kukri, Rapier, Sai, and Short Sword.
Weapon Specialisation(Polearm)[Fighter]:
Requirements: Weapon Focus(Polearm), Fighter level 4
Gain a +2 bonus on damage rolls made with Polearm class weapons;
Glaive, Guisarme, Halberd, Lance, Longspear, Ranseur, Shortspear,
Spear, and Trident.
Weapon Specialisation(Thrown)[Fighter]:
Requirements: Weapon Focus(Thrown), Fighter level 4
Gain a +2 bonus on damage rolls made with Thrown class weapons;
Dart, Javelin, Shuriken, Sling, and Throwing Axe.
Whirlwind Attack[Fighter]:
Requirements: Combat Expertise, Dodge, Spring Attack
Make one attack against each opponenet with the reach of your
weapon.
B4.4.2.2. Pyschic Feats
************************
*Coming Soon*
B4.4.2.3. Magic Feats
**********************
These feats modify a spells effects, or the process of casting them.
Augment Summoning:
Each summoned creature gains +4 to Str and Con.
Enlarge Spell:
Doubles the area of a spell that has a range greater than touch.
Extend Spell:
Doubles the duration of a a spell that has a duration longer than
instantaneous.
Greater Spell Penetration:
Requirements: Spell Penetration
Grants a +4 bonus to overcome Spell Resistance. This feat does not
stack with Spell Penetration.
Silent Spell:
Cast a spell without using the Vocal (V) component of the spell.
Spell Penetration:
Grants a +2 bonus to overcome Spell Resistance.
Still Spell:
Allows a spell to be cast without using the Somantic (S) component
of the spell. .
Widen Spell:
Increases the area a spell affects by 50%.
B4.5. Spells and Powers
-------------------------
This section has the lists of spells and powers each class has access
to. The spells and Powers themselves will be placed in their own
Guide. Spells/Powers I recommend have a + next to them, and spells that
are unique to that class have a "u"
B4.5.1. Spell Lists
--------------------
B4.5.1.1. Bard Spells
*********************
Level 0: Daze +
Detect Magic
Flare +
Light +
Lullaby u,+
Resistance
Level 1: Cause Fear
Charm Person
Cure Light Wounds +
Expeditious Retreat
Hypnotism
Lesser Confusion u
Remove Fear +
Sleep +
Summon Monster 1 +
Level 2: Animal Trance
Blindness/Deafness
Blur +
Calm Emotions
Cat's Grace
Cure Moderate Wounds +
Daze Monster
Delay Poison
Eagle's Splendor +
Fox's Cunning
Heroism
Hold Person +
Hypnotic Pattern
Invisibility
Rage
Scare
Silence
Sound Burst
Summon Monster 2
Level 3: Blink +
Charm Monster
Clairvoyance
Confusion
Cure Serious Wounds +
Deep Slumber
Dispel Magic +
Fear
Haste +
Remove Curse
See Invisibility
Slow
Summon Monster 3
Level 4: Break Enchantment
Cure Critical Wounds +
Dominate Person
Freedom of Movement +
Hold Monster +
Invisibility, Greater +
Neutralise Poison
Rainbow Pattern
Shout
Summon Monster 4
Level 5: Cure Light Wounds, Mass +
Greater Heroism +
Mind Fog
Mislead +
Summon Monster 5 +
Level 6: Cat's Grace, Mass +
Charm Monster, Mass +
Cure Moderate wounds, Mass +
Fox's Cunning Mass +
B4.5.1.2. Cleric Spells
***********************
Level 0: Cure Minor Wounds
Detect Magic
Guidance
Inflict Minor Wounds u
Light +
Resistance +
Virtue
Level 1: Bless +
Cause Fear
Command u
Cure Light Wounds
Detect Chaos u
Detect Evil u
Detect Good u
Detect Law u
Detect Undead
Divine Favor
Doom u,+
Inflict Light Wounds u
Magic Weapon +
Remove Fear
Shield of Faith u,+
Summon Monster 1
Level 2: Aid u
Bear's Endurance
Bull's Strength +
Calm Emotions
Cure Moderate Wounds
Delay Poison
Eagle's Splendor
Find Traps u
Hold Person +
Inflict Moderate Wounds u
Owl's Wisdom
Remove Paralysis
Silence +
Sound Burst
Spirtual Weapon u,+
Summon Monster 2
Level 3: Animate Dead
Bestow Curse
Blindness/Deafness
Contagion
Cure Serious Wounds +
Dispel Magic +
Inflict Serious Wounds u
Invisibility Purge u
Magic Vestment u,+
Remove Curse
Remove Disease
Summon Monster 3
Level 4: Cure Critical Wounds
Death Ward
Dismissal +
Divine Power u,+
Freedom of Movement
Inflict Critical Wounds u
Neutralise Poison
Poison
Summon Monster 4
Level 5: Break Enchantment
Cure Light Wounds, Mass
Flame Strike +
Inflict Light Wounds, Mass u
Raise Dead u,+
Summon Monster 5
Level 6: Bear's Endurance, Mass
Bull's Strength, Mass +
Create Undead
Cure Moderate Wounds, Mass
Eagle's Splendor, Mass
Harm u,+
Heal +
Inflict Moderate Wounds, Mass u
Owl's Wisdom, Mass
Death to Undeath
Level 7: Cure Serious Wounds, Mass
Destruction u,+
Inflict Serious Wounds, Mass u
Regeneration +
Level 8: Antimagic Field
Cure Critical Wounds, Mass +
Earthquake
Fire Storm +
Inflict Critical Wounds, Mass u
Level 9: Heal, Mass u,+
Implosion u,+
Miracle u
True Resurrection u
B4.5.1.3. Druid Spells
**********************
Level 0: Cure Minor Wounds
Detect Magic
Guidance
Light
Resistance
Virtue
Level 1: Calm Animals
Charm Animal
Cure Light Wounds +
Detect Snares and Pits
Entangle +
Longstrider +
Summon Nature's Ally 1
Level 2: Animal Trance
Barkskin +
Bear's Endurance +
Bull's Strength +
Delay Poison
Fog Cloud
Hold Animal
Owl's Wisdom +
Soften Earth and Stone
Summon Nature's Ally 2
Level 3: Call Lightning u,+
Contagion
Cure Moderate Wounds +
Dominate Animal
Neutralise Poison
Poison
Remove Disease
Summon Nature's Ally 3 +
Level 4: Cure Serious Wounds +
Flame Strike +
Freedom of Movement +
Ice Storm +
Summon Nature's Ally 4
Level 5: Call Lightning Storm u,+
Commune with Nature +
Control Winds u
Cure Critical Wounds +
Death Ward
Summon Nature's Ally 5 u
Wall of Fire
Level 6: Bear's Endurance, Mass +
Bull's Strength, Mass +
Cure Light Wounds, Mass
Eagle's Splendor, Mass +
Owl's Wisdom, Mass +
Level 7: Cure Moderate Wounds, Mass +
Fire Storm +
Heal +
Level 8: Cure Serious Wounds, Mass +
Earthquake
Finger of Death +
Level 9: Cure Critical Wounds, Mass
Elemental Swarm u,+
Foresight
Regenerate +
B4.5.1.4. Paladin Spells
*************************
Level 1: Bless
Bless Weapon u,+
Cure Light Wounds
Detect Undead
Divine Favor +
Magic Weapon
Resistance
Virtue
Level 2: Delay Poison
Eagle's Splendor +
Owl's Wisdom +
Remove Paralysis
Level 3: Cure Moderate Wounds +
Neutralise Poison
Remove Blindness/Deafness
Remove Curse
Level 4: Break Enchantment +
Cure Serious Wounds +
Death Ward
B4.5.1.5. Ranger Spells
***********************
Level 1: Calm Animals
Charm Animal
Delay Poison
Detect Snares and Pits
Entangle +
Longstrider +
Summon Nature's Ally 1
Level 2: Barkskin +
Bear's Endurance
Bull's Strength +
Cure Light Wounds +
Hold Animal
Owl's Wisdom
Summon Nature's Ally 2
Level 3: Cure Moderate Wounds +
Darkvision +
Neutralise Poison
Remove Disease
Summon Nature's Ally 3
Level 4: Commune with Nature +
Cure Serious Wounds +
Freedom of Movement +
Summon Nature's Ally 4
B4.5.1.6. Sorcerer/Wizard Spells
********************************
Level 0: Acid Splash u,+
Daze
Detect Magic
Disrupt Undead u,+
Flare
Light +
Ray of Frost u
Resistance
Touch of Fatigue u
Level 1: Burning Hands u
Cause Fear
Charm Person
Chill Touch u
Detect Undead
Expeditious Retreat
Hypnotism
Mage Armor u,+
Magic Missile u,+
Magic Weapon
Ray of Enfeeblement u,+
Shield u
Shocking Grasp u
Sleep
Summon Monster 1
True Strike u,+
Level 2: Bear's Endurance +
Blindness/Deafness
Blur +
Bull's Strength +
Cat's Grace +
Control Undead u
Darkvision +
Daze Monster
Eagle's Splendor +
False Life u
Fog Cloud
Fox's Cunning
Hypnotic Pattern
Invisibility +
Knock u,+
Melf's Acid Arrow u,+
Owl's Wisdom +
Scare
Scorching Ray u,+
See Invisibility +
Summon Monster 2
Web
Level 3: Blink +
Clairvoyance +
Deep Slumber
Dispel Magic +
Fireball u,+
Flame Arrow u,+
Haste +
Heroism
Hold Person +
Lightning Bolt u,+
Rage
Slow
Summon Monster 3
Level 4: Animate Dead +
Bestow Curse
Charm Monster
Confusion
Contagion
Evard's Black Tentacles u
Fear
Ice Storm +
Invisibility, Greater +
Lesser Globe of Invulnerability u,+
Phantasmal Killer u,+
Rainbow Pattern
Remove Curse
Shout
Solid Fog u
Summon Monster 4
Wall of Fire
Level 5: Break Enchantment +
Cloudkill u
Cone of Cold u,+
Dismissal +
Dominate Person
Feeblemind u
Hold Monster +
Mind Fog
Summon Monster 5
Waves of Fatigue u
Level 6: Acid Fog u
Antimagic Field
Bear's Endurance, Mass +
Bull's Strength, Mass +
Cat's Grace, Mass +
Chain Lightning u,+
Circle of Death u
Create Undead
Disintegrate u,+
Eagle's Splendor, Mass +
Fox's Cunning, Mass +
Globe of Invulnerability u,+
Greater Heroism
Mislead
Otiluke's Freezing Sphere u,+
Owl's Wisdom, Mass +
Undeath to Death
Level 7: Control Undead u
Finger of Death +
Inivisibilty, Mass u
Mordenkainen's Sword u,+
Power Word, Blind u,+
Waves of Exhaustion u
Level 8: Charm Monster, Mass
Incendiary Cloud u
Mind Blank u
Moment of Prescience u,+
Polar Ray u,+
Power Word, Stun u,+
Protection From Spells u,+
Level 9: Dominate Monster u
Foresight +
Freedom u
Meteor Swarm u,+
Power Word, Kill u
Time Stop u,+
Wail of the Banshee u,+
B4.5.2. Pyschic Powers
----------------------
The order that you pick powers is more important here, as you get all but
3 of the Psion powers, and you get all of the Pyschic Warrior powers by
level 18. Once again, u = unique, + = recommended. I will make one point,
do not use the Psychic Warrior power Psychofeedback, as it does double
damage to yourself. Also, I recommend that yuo use the Psion as the 5th
party member, as they have no powers that can assist the other teammates,
unlike the Wizard who gets access to spells like Bull's Strength.
B4.5.2.1. Psion Power List
***************************
Level 1: Crystal Shard u,+
Deceleration u,
Defensive Precognition +
Demoralise
Detect Psionics
Dissipating Touch
Force Screen +
Inertial Armor +
Mind Thrust +
Offensive Precognition +
Psionic Charm
Psionic Daze +
Psionic Vigor
Level 2: Aversion u
Brain Lock u
Concussion Blast u
Ego Whip u
Id Insinuation u
Mental Disruption u
Psionic Knock u
Recall Agony u
Swarm of Crystals u,+
Level 3: Body Adjustment +
Danger Sense +
Eradicate Invisibility u
Psionic Blast u,+
Psionic Darkvision +
Level 4: Aura Sight u
Psionic Dominate u
Psionic Freedom of Movement
Level 5: Psychic Crush u
Level 6: Breath of the Black Dragon +
Psionic Disintegrate u,+
Level 7: Crisis of Life
Psionic Moment of Prescience
Ultrablast
Level 8: Recall Death
Level 9: Timeless Body
B4.5.2.2. Psychic Warrior Power List
************************************
Level 1: Burst u
Defensive Precognition +
Detect Psionics
Dissipating Touch
Force Screen +
Inertial Armor +
Metaphysical Weapon
Offensive Precognition +
Psionic Vigor
Thick Skin +
Level 2: Body Adjustment +
Dissolving Touch u,+
Psionic Darkvision +
Level 3: Danger Sense +
Exhalation of the Black Dragon +
Level 4: Psionic Freedom of Movement +
Level 5: Psychofeedback u
Level 6: Breath of the Black Dragon +
B5. Character Generation
------------------------
Here, we get to the actual steps of creating a character. This section
will be in bullet points, and I will expand the points if they need
extra details.
1. Choose Gender and Race - Gender of your character is an personal choice
it doesn't affect gameplay. Race, however does.
2. Choose Class - Pick the class you want to play. Remember what the
primary score that class needs
3. Assign Ability Scores - Using the point system, buy your abilities.
I recommmend the following spend, assign the
scores according to the class you picked
Primary Score - 15 (8 points)
Secondary Score - 14 (6 points)
Tertiary Score - 14 (6 points)
Other scores - Two scores at 10 (2 points) and
one score at 9 (1 point). These
last scores shouldn't be ones
that the character relies on.
Note; this is a RECOMMENDED spend, more
experienced players may want to min-max more.
Notes Note; Try to have an odd number score in
the classes primary ability, as you gain an
ability point every 4th level, (to a max of 5)
to gain maximum efficiency.
4. Choose skill points
5. Choose feats - My advice, for fighter classes, pick up Weapon Focus in
a weapon class that yu like. For spellcasters, pick up
Spell or Power Penetration for offensive casters, and
Augment Summoning for defensive/buff casters, so you
can use a summon as a shield while you heal or enchance
the rest of the party.
6. Choose Spells/Powers - If you have chosen a Bard, Psion, Pyschic Warrior
Sorcerer or Wizard, you get to pick the spells
you have knowledge of initially.
7. Choose Alignment/Deity - This is important for Clerics, choose a good
alignment if you want to be a Healer. The
Cleric also gains some powers from their deity
choice. I will list these somewhere when I find
them out.
8. Choose Character head - Another personal choice that doesn't affect
gameplay.
9. Name your character.
10. Confirm that the character is OK.
B6. My Characters
-------------------
B6.1
----
Here is a list of the characters that I finished the game with first time
through. I have only got the stats for the 1st level, and although I was going
to add the stats when I finished the game, with the whole memory stick thing,
I only have the first.
B6.1.1. Party Leader
*********************
Name: Apex
Race: Human
Class: Fighter
Stats at 1st level: Str 17
Dex 12
Con 14
Int 8
Wis 10
Cha 8
Skills at 1st level: Intimidate, Tumble (Cross Class)
Feats at 1st level: Default Fighter Feats, Blind Fight, Power Attack,
Weapon Focus (Polearm)
B6.1.2. Tank
*************
Name: Grosh
Race: Half-Orc
Class: Barbarian
Stats at 1st level: Str 17
Dex 14
Con 14
Int 6
Wis 13
Cha 6
Skills at 1st level: Intimidate, Survival
Feats at 1st level: Default Barbarian Feats, Weapon Focus(Axe)
B6.1.3. 1st Healer
********************
Name: Anna
Race: Human
Class: Cleric of Heironeous
Stats at 1st level: Str 10
Dex 10
Con 12
Int 8
Wis 17
Cha 12
Skills at 1st level: Concentration, Knowledge (Religion)
Feats at 1st level: Default Cleric Feats, Blind Fight, Augment Summoning
B6.1.4. 2nd Healer
********************
Name: Tia
Race: Elf
Class: Cleric of Corellon Larethian
Stats at 1st level: Str 10
Dex 14
Con 10
Int 8
Wis 17
Cha 10
Skills at 1st level: Concentration
Feats at 1st level: Default Cleric Feats, Dodge
B6.1.5. Arcane Spellcaster
****************************
Name: Wen
Race: Human
Class: Sorcerer
Stats at 1st level: Str 10
Dex 14
Con 10
Int 8
Wis 10
Cha 17
Skills at 1st level: Concentration, Tumble (Cross Class)
Feats at 1st level: Default Sorcerer Feats, Improved Initative, Dodge
Spells at 1st level: Acid Splash, Flare, Daze, Ray of Frost, Mage Armor
and Summon Monster 1.
B6.1.6. Support Melee
***********************
Name: Floisa
Race: Human
Class: Paladin
Stats at 1st level: Str 13
Dex 12
Con 10
Int 10
Wis 14
Cha 14
Skills at 1st level: Sense Motive, Heal, Knowledge(Religion)
Feats at 1st level: Default Paladin Feats, Improved Initative, Power
Attack.
As you can see, this was a healer heavy party. This is due to the way I
play Tactics. I tend to split the 6 member team into 2 groups of 3 for
many missions, especially in dungeons, where there are multiple paths to
explore. The usual split is Apex (armed with a Polearm), Wen (armed with
a Crossbow) and Tia (armed with a Blunt) in 1 team, and
Gorsh (armed with a Greataxe), Floisa (armed with a Blunt) and Anna (armed
with a Crossbow). By mixing the damage types, each team can usually
deal with any threat it comes across. The only exception is when they
come up against enemies with Spell Resistance, where I use a swarm tactic
as Wen seems to fail to beat this SR 8/10 times, and they tend to have
AC's of 24 plus, which are hard to hit for the Clerics. I use either
Apex or Gorsh to bash open chests, resorting to the Knock spell (cast by
Wen) when a chest gets difficult.
B7. Game Basics
-----------------
The game's manual does a good job of explaining how to move around the
map. I will try to expand on a few points.
At the start of an Adventure, you get to place your characters on the
map, in the yellow squares. You then need to move your characters around
the map, using the "Move" command in the menu. Unless you are using a
Rogue or Ranger to scout ahead, try to keep your fighters in the front
of the group. If you have "buff" type spells, cast them before combat,
simply to save some time, and to prevent the enemy from getting close
enough to disrupt(and thus lose) the spell you are trying to cast. Note
the duration of these spells. Spells like Bull's Strength can be cast
early, as they last a long time, whereas spells like Bless last only a
few turns.
When combat starts, the character that is spotted by the enemy and the
enemy doing the spotting, have a single action available to them, before
the rest of the party/enemies can join in. Use this action to either:
move towards the enemy to attack in melee, cast a spell, or retreat to
the rest of the group, so you have a unified front.
In the first few Adventures, try to get your characters into a position
to flank the target, ie., having a character directly opposite each other
with the opponent in-between them. See the diagrams.
+-----+-----+-----+
| | | |
| | | |
| | | |
+-----+-----+-----+
| | | |
| C | E | C |
| | | |
+-----+-----+-----+
| | | |
| | | |
| | | |
+-----+-----+-----+
OR
+-----+-----+-----+
| | | |
| | | C |
| | | |
+-----+-----+-----+
| | | |
| | E | |
| | | |
+-----+-----+-----+
| | | |
| C | | |
| | | |
+-----+-----+-----+
OR
+-----+-----+-----+
| | | |
| C | | |
| | | |
+-----+-----+-----+
| | | |
| | E | |
| | | |
+-----+-----+-----+
| | | |
| | | C |
| | | |
+-----+-----+-----+
Or
+-----+-----+-----+
| | | |
| | C | |
| | | |
+-----+-----+-----+
| | | |
| | E | |
| | | |
+-----+-----+-----+
| | | |
| | C | |
| | | |
+-----+-----+-----+
C = Character
E = Enemy
You can of course, do this against every enemy you come up against,
just be wary of Attacks of Opportunity. If you take take more than a
"Step" action to move (found by pressing right on the "Move" in the main
menu) in a area where the tiles/grid squares are yellow, the enemy can
have a free attack at you. This doesn't apply if the opponent currently
has a Bow or Crossbow out. The majority of enemies only have a single
AoO (Attack of Opportunity), so you can use this to your advantage, by
using a character with a high AC to trigger the AoO, then moving the
rest of your party into position.
If any of the you readers have any other tips for this section, send them
to me, you will be credited. Find my contact details at the start of the
guide.
_ _ _ _ _ _ _ _ _ _ _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( T | h | e | M | i | s | s | i | o | n | s )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
Finally, after, 3000+ lines of background information, we get down to the
missions. I will try to include all the chest and items in them, as well as
rough stats for the enemies in the adventure. I will reference when cut scenes
and in-game dialog takes place. Any magical items will be listed in the items
section, in the relevant area.
The Quest XP reward is given to all characters; only characters who took part
in the adventure get Kill XP. Also, thanks to the numerous people who have
e-mailed me about the Kill XP for each mission. It seems that the methods
that you apply to kill each creature and the time taken to kill the enemy seems
to affect the amount gained. Therefore, you can expect to receive up to +/- 15%
of the totals I have given for the Kill XP. Even so, you can still predict
when each of your characters will level up.
M1.1. Mission One - The Thieves
-------------------------------
Level Information
*****************
Party Members: 2
Recommended Level: 1
Background: Goblin brigands are holed up in a hideaway by the lake.
There's a reward for any party that can kill them.
Quest XP reward: 200
XP from kills: 300
Gold Acquired: 584
Chest Count: 2
Monsters: 2 Goblins, AC: 11; Hp: 9
1 Goblin, AC: 13; Hp: 9
Walkthrough
***********
You start this map at the beach of a small island, which is on the
lake of the World Map site Arion. After a brief conversation about
why the characters are there, during which they provide you with a
warning about the dangerous goblins, you assume control of your
characters. If you haven't done so, check your characters equipment
and spell selections. I suggest always having 1 or 2 Light spells
prepared, so you can avoid the penalties of carrying a torch and
those of fighting in the dark. Once you have made ready, move both
characters up to the north. About 60ft (12 squares) you can see a
small hut, with a chest to the side. The chest is unlocked.
CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Potion of Bull's
Strength, 1x Scroll of Summon Monster 1, 1x Scroll of Cure
Light Wounds.
Once you have looted/opened the chest, there is some more dialog,
telling you about the Temple of Pelor at Jorhelling, and how there
the priests can return any dead characters to life.
Move both characters up to the doors of the hut. Make sure that you
cast a Light spell or pull out a torch before opening the door, it
is dark inside. Once the doors are open, moving a character inside
the hut more than about 10ft (2 squares) triggers the first battle.
This is a single goblin, with 8hp and an AC of 14, and armed with
a club. Use your best character to attack the goblin, and move the
other character due north, through the room, where at the top of the
room there is another chest. This chest is also unlocked.
CHEST 2: 1x Masterwork Morningstar (Blunt Class), 1x Masterwork
Chainmail(Medium Armor)
Once you have looted the chest, move this character back towards the
one fighting the goblin, if it is not dead. When this first goblin
is dead, move both your characters to the next room. In here there
are 2 more goblins, both AC 14 and 8Hp, however, one is armed with
a bow. If you focus on one goblin, then the other, you shouldn't
have much trouble. Once you kill the final goblin, the mission ends
so make sure you have looted both chests before finishing the final
goblin. After a bit more character dialogue, you go to the Adventure
Summary screen, and after that, a new area opens up, Jorhelling
Temple.
M1.2. Mission 2 - The Crypts
-----------------------------
Level Information
*****************
Party Members: 4
Recommended Level: 1st
Background: The remaining goblin raiders are hiding in a temple
crypt. Whoever ends the goblin menace will gain great
honor.
Quest XP reward: 300
XP from Kills: 1400
Gold Acquired: 882
Chest Count: 2
Monsters: Goblin Warrior, AC: 11; Hp: 9
Goblin Fighter, AC: 15; Hp: 9
Goblin Archer, AC: 13; Hp: 9
Goblin Shaman, AC: 14; Hp: 14
Goblin Chest Guard: AC: 14; Hp: 9
Walkthrough
***********
You start this mission on a set of stairs that lead down into the
crypt. A short conversation takes place about lighting a torch,
unless all your party possess darkvision. Move your characters
down the stairs and into the room. This will trigger your largest
fight so far, as in this room are 3 Goblin Warriors and 1 Goblin
Shaman. All of the Goblin Warriors are armed with shortbows, but
swap weapons for clubs when you close to melee range. Using the
flank attack principal, dispose of the Goblin Warriors first, then
focus on the Shaman. Once you have disposed of the Goblins, you can
open the chest, near the Goblin Shaman. This chest is unlocked.
CHEST 1: Gold, 1x Masterwork Composite Longbow (Bow Class), 1x
Quiver of Silver Arrows, 1x Masterwork Falchion (Heavy
Sword Class), 1x Potion of Cure Serious Wounds, 1x Potion
of Cure Light Wounds.
Once you have looted the chest, move your characters up to the only
other exit out of this room, directly opposite where you entered.
When you open the doors, you get attacked by the last Goblin Warrior
who is guarding a chest. Kill the Goblin before opening the chest,
because as soon as you open it, the adventure ends, and you can lose
out on some XP. The chest is unlocked.
CHEST 2: Gold, 1x Ring of Protection +1.
Once you have looted the ring, you are taken to the Adventure
Summary screen. I suggest that you equip the ring to your Wizard,
Sorcerer or Psion, as they are likely to have the lowest AC at the
moment. Once you have exited here, move on to the next area,
Estmanndal.
M1.3. Mission Three - The Banner
---------------------------------
Level Information
*****************
Party Members: 6
Recommended Level: 1st
Background: At the frontier fortress of Estmanndal, stop a warband
or wolf raiders from stealing the sacred banner of the
Vinsaxi.
Quest XP reward: 50
XP from Kills: 4200
Gold Acquired: 1474
Chest Count: 4
Monsters: 4 Nomad Warriors, AC:11; HP: 7
1 Wolf Nomad, AC:11; Hp:7
2 Wolves, AC:14; Hp:10
1 Banner Thief, AC:12; Hp: 13
Walkthrough
***********
You start this Adventure just on the eastern side of Estmanndal,
outside the walls. Just in front of you is a chest, but before you
can open it, a short dialog takes place, suggesting that you loot
the chests contents for any healing potions. The chest is unlocked
CHEST 1: Gold, 1x Potion of Cure Light Wounds, 1x Quiver of Arrows,
1x Buckler(Shield), 1x Case of Crossbow Bolts.
To the north and south of the chest are gaps in the low wall. Before
going through these gaps, make sure that your party has the right
spells and items equipped, as once the combat starts, it doesn't
stop at all.
Passing through either of these gaps triggers the Banner Thief to
start running away from you, and a Nomad to appear, one at each gap
in the wall. Kill both of these warriors as fast as you can, and
chase after the Thief. You will be unlikely to catch him until the
far east side of the map, but don't worry, he can't leave the map.
Just down the road there is a chest, and approaching it reveals the
next few opponents, two Nomads and a Wolf. The wolf has a speed of
40ft (8 Squares) and the two Nomads open up with bows, switching to
swords when approached. There are in fact three chests in quick
succession down this road. None of these chests are locked.
CHEST 2: Gold, 1x Masterwork Splint mail(Heavy Armor), 1x Potion
of Cure Light Wounds, 1x Two-Bladed Sword(Heavy Sword
Class).
CHEST 3: Gold, 1x Heavy Crossbow(Crossbow Class), 1x Case of
Crossbow Bolts, 1x "Spearfoe" (Shield, Enchanted).
CHEST 4: Gold, 1x Potion of Cure Light Wounds, 1x Chainmail Armor
(Medium Armor), 1x Greatsword(Heavy Sword).
Once you have dealt with the 3 opponents and looted the chests,
continue down the path. You will have to kill one more wolf before
you can reach the Banner Thief. Once the Thief reaches the far east
end of the map, he turns around and moves slowly back towards you.
Be wary when fighting him, he uses the Banner as a weapon, which
deals either 2-8(2D4) points of damage or 1-10(1D10) points of
damage, and has a reach of 10ft (2 squares). If you can make it to
base to base contact, you should be safe. When you kill the Thief,
your main character makes a short speech, and you go to the
Adventure Summary screen. You get then treated to a cut-scene,
where a Dragon flies overhead, indicating that the victory over the
bandits has been blessed. You also learn more of the main storyline,
where you get told the name, "Athearorn", and told to visit the
elfs in the local area to find out more about this name. Several new
areas are opened up for you to explore, only two of these have any
quests for you to do. Also, at this point, all your party should
have leveled up to level 2.
M1.4. Mission Four - The Elfwoods
----------------------------------
Level Information
*****************
Party Members: 6
Recommended Level: 2
Background: The elfhome of Elerin is under siege. Help the elves
scourge the high woods of the Goblin Horde
Quest XP reward: 250XP
XP from Kills: 6300
Gold Acquired: 1084
Chests: 6
Monsters: 8 Goblin Archers, AC: 13; HP: 9
2 Goblin Fighters, AC: 15; HP: 9
1 Goblin Shaman, AC: 13; HP: 14
3 Bugbear Fighters, AC: 17; HP: 13
1 Bugbear Archer, AC: 16; HP: 23
1 Bugbear Boss, AC: 16;, HP: 21
Walkthrough
***********
You start this map on a narrow walkway. Most of the combat in this
map will be on similar walkways, so keep your melee characters ahead
of your spellcasters. Make sure at least two characters have ranged
weapons, and plenty of arrows/bolts/bullets, as you need approx. 8
shots to open the various drawbridges. Move your characters onto the
first platform, and Sindarel, the leader of the Elven Guards comes
out to warn you about the attack. On this platform is the first of
six chests. This chest is unlocked.
CHEST 1: 1x Shortbow(Bow Class), 1x Light Crossbow(Crossbow Class),
1x Glaive(Polearm Class), 1x Quiver of Arrows, 1x Case of
Bolts.
Proceed down the other walkway to initiate combat. Like the last
mission, once combat starts, it does'nt stop, so be prepared.
Straight away you hit a problem, there is no way to cross the 10ft
gap between you and the first two Goblins. Never fear, as the
dialog will tell you, you just need to shoot the capstans, which
look like barrels with chains on them. You hit these automatically
when you fire on them, so one shot is enough. Proceed over the
new walkway, and dispose of the two Goblins, one on the 1st platform
after the walkway, and one near the capstan. Now you have a choice,
as two paths split from this platform towards the rest of the
invaders. You can split your party here, but remember to send your
strongest character one way and your Rogue the other, as the next
three chests are locked.
Battle your way down the walkways, remembering to keep the fighters
to the front of your group. You face a new enemy on the walkways, a
Bugbear, one on each of the paths from the first platform. These
have a AC 2 or 3 points higher than the Goblins in this area, and
wield Morningstars. There are two chests on one path, an a single
chest on the other. Chests 2 and 3 are on the same path, 4 is by
itself.
CHEST 2: Gold, 1x Masterwork Hide Armor(Medium Armor).
CHEST 3: Gold, 1x Quiver Masterwork Arrows, "Little Talon"
(Bow Class, Enchanted).
CHEST 4: Gold, 1x Masterwork Bastard Sword(Heavy Sword Class),
1x Potion of Cure Light Wounds.
After a bridge on each path, you have to cross another onto a large
platform in order to reach the main boss of the area. On this large
platform are two Goblin Archers, and two chests. When you step onto
this platform a Bugbear will charge up and engage your party. Defeat
these foes, and the last remaining creatures you can fight without
the interference of the Elves. These remaining creatures are one
Goblin Shaman, one Goblin Warrior, and two Bugbears. You will need
to activate another capstan to reach the two Bugbears. The two
chests on the large platform are unlocked.
CHEST 5: Gold, 1x Potion of Cure Moderate Wounds, 1x Scroll of
Barkskin
CHEST 6: Gold, 1x Scroll of Cat's Grace, 1x Potion of Haste,
1x Quiver of Arrows, 1x Case of Bolts.
Once you have defeated the Bugbear leader, you are taken to the
Adventure Summary screen, and after, to another cut-scene, where
you are told about the Druid and the Witch, and how to get to them.
This opens up the Tower of Crows and Spiderspike areas.
However, I recommend tackling the Barrows, and Spiderspike Hollow
first, then the Druid's Grove (which is unlocked when you complete
The Barrows) and the Tower of Crows. This way you can gain some more
experience and gold, as you can do the first area of Spiderspike
twice. Now onto the Barrows!
M1.5. Mission Five - The Barrows
---------------------------------
Level Information
*****************
Party Members: 6
Recommended level: 2
Background: At the barrow-mounds, defeat King Vingan's undead
weaponthanes. A victory will summon his ghost to speak
with you.
Quest XP reward: 675XP
XP from Kills: 5700
Gold Acquired: 1482
Chests: 12
Monsters: 7 Skeletons, AC: 14; Hp: 12
3 Zombies, AC: 11; Hp: 13
2 Zombie Warrior, AC: 16; Hp: 26
1 Weaponthane, AC: 17; Hp: 35
4 Skeleton Warriors, AC: 17; Hp: 16, 17, 18, 24
Walkthrough
***********
Bring torches and have Light spells prepared, as this entire level
takes place underground. Once you have placed your characters, you
get the same speech as in Mission Two, but with the warning about
there being Undead around. For those who don't know, Undead is a
term that describes any re-animated being, like Zombies, Skeletons,
Ghosts, Ghouls and Vampires. A Cleric with a Cha score of 12 or
better will love this level, as he can destroy most of the undead
here with his Turn Undead ability (if he's good aligned of course).
Also, you can use Cure Wounds spells to inflict damage upon Undead,
however, do not use the Inflict Wounds spells, as these heal Undead.
The first part of the barrows has two chests, one of which is
locked.
CHEST 1: Gold, 1x Masterwork Scalemail (Medium Armor), 1x Potion
of Darkvision, 1x Torch.
CHEST 2: Gold, 1x Scimitar (Heavy Sword Class), 1x Buckler (Shield),
1x Masterwork Thieves Tools.
Just a bit further down the corridor is your first Undead encounter.
This creature is a Skeleton. Try to use Blunt Class weapons against
these creatures, as other weapons do 5 less points of damage to
them, although you will always deal 1 point of damage if you hit.
The quickest way through this level is to use Turn Undead, as this
seems to destroy Undead outright 90% of the time, and the 10%
of the time it doesn't, the creatures run away. Anyway, once you
have sent the Skeleton back to it's eternal rest, move forward.
Here you have the choice of 3 paths. Two of these lead to chests,
the othe leads deeper into the barrows. Taking the direction that
you enter the intersection as West, the chests are to the North and
to the South. As you enter the intersection, you are attacked by
a second skeleton. The eastern exit will take you to a dead end
wall that slides down to reveal a large chamber. Here, the
characters will have a conversation about being invited into the
burial chamber. First, loot the two chests, the North chest is
guarded by a Zombie. Zombies, like Skeletons have a resistance to a
type of damage, for Zombies, the resistance is against Blunt Class
weapons and weapons that deal piercing damage, (Bows, Crossbows and
most Light Swords fall into this category), so use Slashing type
weapons, like axes to deal maximum damage. The southern chest is
also guarded by a Zombie, as well as a Skeleton. The North chest is
unlocked, the Southern chest is locked.
CHEST 3 (North): Gold, 1x Scroll of Inflict Moderate Wounds.
CHEST 4 (South): Gold, 1x Sling(Thrown Class), 2x Pouches of
Bullets, 1x Scroll of Sleep.
Now, when you move into the large burial chamber, you are attacked
by a Zombie and a Skeleton. Send them back into the grave, and make
use of the only exit currently available to you, which is to your
characters left as you enter the chamber. When you reach the
intersection about 3 squares into the corridor, you are attacked
by another Skeleton. From this intersection, you can go down the
passageway the Skeleton came from to find three more chests. The
first chest you come across is locked. Just past the chest, you are
attacked by a Zombie Warrior. The chest containing the Silver
Arrows is locked, the other chest here is unlocked.
CHEST 5: Gold, 1x Orc Double Axe (Axe Class), 1x Quiver of Arrows,
1x Case of Bolts.
CHEST 6: Gold, 1x Masterwork Chainshirt (Light Armor).
CHEST 7: Gold, 1x Quiver of Silver Arrows.
Return from the chests, and turn right out of the path you are on.
You should now have the large burial chamber to the rear of your
party. Here, you will encounter a Skeleton, most likely teamed up
with a Zombie Warrior. Once you have dealt with the pair, there is
another Skeleton guarding on of the best chests so far, containing
Night Slicer, a Silver Dwarven Waraxe.
CHEST 8: Gold, 1x Dagger (Light Sword Class), 1x Night Slicer (Axe
Class)
Return to the path, and go around until you are attacked by a
Skeleton. Once you have defeated it, you can go through the door
that it is guarding. CAUTION, the next creature is a Weaponthane,
a very tough Skeleton based creature that is immune to Turn Undead,
you can consider him the boss of this level, especially as he is
guarding four chests with some nice loot.
CHEST 9: Gold, 1x Scroll of Bless, 1x Quiver of Arrows, 1x Case
of Bolts.
CHEST 10: Gold, 1x Scroll of Disrupt Undead, 1x Oil of Magic
Weapon.
CHEST 11: Gold, 1x Masterwork Studded Leather (Light Armor),
1x Quiver of Arrows, 1x Case of Bolts.
CHEST 12: Gold, 1x Ring of Protection +1.
Once you have defeated the Weaponthane, you can move through the
twisting corridor that he comes from as a shortcut to the large
burial chamber. Here, you will need to destroy four advanced
Skeletons, which are slightly tougher than a normal Skeleton, but
not as tough as the Weaponthane. The only thing that makes this
fight difficult is that the Skeletons tend to bottle up your party
at the entrance to the large chamber from the Weaponthane's room,
so you may want to go back around the long way. Once you have
defeated the four Skeletons, you will get the Adventure Summary
screen, followed by a cutscene, which tells you the same information
as that which you got from the Elves. Finishing this mission opens
up the path to Spiderspike Hollow, if you haven't yet done the Elf
mission. It also adds the Druid's Grove to the World Map.
M1.6. Mission Six - Spiderspike
--------------------------------
Level Information
*****************
Party Members: 6
Recommended level: 3rd
Background: The dark hollow hides many evils. Follow the path to
find the witch.
Quest XP reward: 0XP
XP from Kills: 20600
Gold Acquired: 6300
Chests: 3
Monsters: 4 Wolf, AC: 14; Hp: 10
7 Goblin Fighters, AC: 15; Hp: 9
7 Bugbear Fighters, AC: 17; Hp: 18, 16, 16, 23, 19, 17, 25
3 Trolls, AC: 16; Hp: 56
1 Werewolf, AC: 14; Hp: 33
7 Spiders, AC: 14; Hp: 23
1 Erinyes, AC: 24; Hp: 79
As soon as you enter the level for the first time, the witch's
familiar appears and warns you of the dangers ahead. Directly ahead
there are two openings into the valley caves. With the camera
directly behind the party, the left entrance leads to a second area
of the Hollow, and to the right there are opportunities to earn XP
and treasure. If you proceed directly ahead you will fight several
wolves and a werewolf before coming to a door that you cannot enter
unless you have the password you get from completing The Tower
level. Firstly, I will go into the right-hand set of caves, then
work my way back to the start of the level, then do the left-hand
caves into the second area. By moving forward, you trigger the first
of many Wolf encounters. Once you have defeated the wolf, move into
the cave. Once inside the cave (right hand side set), you are
attacked by a group of goblins and bugbears. CAUTION, do not go too
deep into the caves as there are three trolls in the cave. One
can be triggered to approach the party if you go too deep into the
cave. Anyway the count of creatures here is: two Goblins, five
Bugbears. If you do trigger the troll, don't worry too much, it
tends to stay away from combat until you've defeated the majority of
the Bugbear/Goblin force. Try to flank the troll, and have each
character have a few healing potions handy. A troll can dish out
over 20 points of damage in a round, and with the 5 Hp a troll
gains every round, it is a difficult foe. For those D and D'ers
out there, you don't need fire or acid to kill a troll, Kuji
have evidently decided to remove this factor of the troll to
make it easier. Anyway, inside the cave, if you go back towards the
level start, you can fight two more Bugbears. Further down the
corridor leading away from the level start, there are two more
trolls, at a intersection where both can see you approach at the
same time. My advice is to try and lure one troll out at a time,
that way you will have an easier time of it. Once you have defeated
the trolls, move forward, and kill the two Goblins that appear.
when you exit through the door back into the valley, you are
attacked by three wolves, two goblins and a werewolf.
Most of this encounter should be easy, except for the werewolf. If
you have any Silver weapons, you want to use these on the werewolf,
as it'll take 5 less damage from any attack from a non-silver
weapon. If you want to get to the "secret" part of this level,
don't approach the door with the face on it, as this ends the level.
Instead, head back towards the level start, and enter the caves on
the opposite side to the ones you just left.
Inside this side of the caves, there are many Monstrous Spiders, but
this creatures shouldn't cause you too much bother as they only one
notable ability, and that is the ability to spin webs. Theses webs
half the movement range of any character walking through the web,
and if the spiders target you with one of these webs, you can
sometimes (if your character fails a Reflex Save) become unable to
move. This can be removed using the spell "Remove Paralysis" or
a strong enough character can simply break the web.
Upon entering the caves, you are attacked by two of the Spiders in
this level. Just kill them and move on through the tunnels. You
should encounter a total of seven spiders. Once you have killed all
the spiders while moving through the cave, you should see a ramp
going down. Move your characters onto one of the green squares at
the base, and you will enter a new area with a tough enemy, and some
good treasure chests.
The enemy I am refering to is a Erinyes, refered to in game as
Esseriel. This enemy has a damage resistance, (to what I am unsure),
Spell Resistance, an AC of 24 and 79 Hp. The best way to ensure that
you hit the target is to try and flank the Erinyes to boost your
odds of contact. This will be an endurance fight, so try to keep
your characters health levels up.
Once you have beaten the Erinyes, open the only door in this
room to access the treasure. There are traps on the two squares
where the doors are before you open them. All three chests are
locked.
CHEST 1: Gold, 1x Frost Sling (Thrown Class)
CHEST 2: Gold, 1x Potion of Shield of Faith (+5)
CHEST 3: Gold, 1x Wand of Magic Missles (5th Level)
Then, once you leave this area, you are taken to the End of
Adventure screen, so, as you can see, the only way to get these
items is to play this mission twice. Finishing the mission by
talking to the door witht the face when you know the password
given to you by the crow outside the Tower of Crows opens up
the witches home, Undome. Until you talk to the face door with the
password, you can replay the first area of this mission as many
times as you want. I have found out on the forums that you can get
into the second area again, but I haven't been able to when I tried
it seems that is you want the treasure again, you cannot kill the
Erinyes.
M1.7. Mission Seven - The Druid
-------------------------------
Level Information
*****************
Party Members: 6
Recommended level: 3rd
Background: In the dark stinkwoods of Linaewen, find the old Druid
of the forest and ask him about Athearorn
Quest XP reward: 1200XP
XP from Kills: 9000
Gold Acquired: 738
Chests: 8
Monsters: 1 Goblin Warrior, AC: 15; Hp: 9
8 Goblin Archers, AC: 13; Hp: 9
3 Goblin Shamans, AC: 13; Hp: 21
3 Bugbear Fighters, AC: 17; Hp: 18
1 Fiend Spider, AC: 11; Hp: 29
4 Wolves, AC: 14; Hp: 10
Once you start the level, Sindarel, our Elven friend from the start
of the Elfwood mission, approaches the party and offers another grim
warning of monsters about. Once he leaves, move your party forward
along the wooden walkway towards the first chest. Once you reach
the first intersection, you are attacked by several Goblins and a
Goblin Shaman, who are supported by a Bugbear. There are three
Chests that you can reach during this first fight. Beware, there is
a trap located along the walkway. Once again, you will need a ranged
weapon to open up the walkway by shooting the capstan. None of these
chests are locked.
CHEST 1: 1x Shortbow (Bow Class), 1x Light Crossbow (Xbow Class),
1x Case of Bolts, 1x Quiver of Arrows
CHEST 2: Gold, 1x Composite Longbow (Bow Class), 1x Quiver of
Masterwork Arrows
CHEST 3: Gold, 1x Greataxe (Axe Class), 1x Potion of Cure Light
Wounds, 1x Quiver of Masterwork Arrows
Once you pass near the Stonehenge like arch, you here for the first
time the name of an acient war, and the name of the only surviving
city, the Dragon city of Aharadum. Once you pass under the arch,
you will trigger another combat. This one features several Goblins,
a pair of Shamans, some more Bugbears, and a Fiend Spider.
There is also several chests to be had. The first chest, located on
the wooden platform near the first Shaman is not locked. The next
two chests, on near the edge of the cliff, one behind a wall of
rock, are not locked either.
CHEST 4: Scarecrow (Light Armor), 1x Potion of Bull's Strength
CHEST 5: Gold, 1x Little Brother (Xbow Class), 1x Scroll of Fireball
1x Potion of Heroism
CHEST 6: Gold, Long Memory (Polearm Class)
Once you have looted the chest containing Long Memory, you will have
more then likely killed all the enemies apart from one Goblin Archer
and a Shaman. There are only two more chests. The one on the walkway
is not locked.
CHEST 7: Gold, 1x Dagger (Light Sword Class), 1x Potion of
Neutralise Poison, 1x Scroll of Bear's Endurance
As you approach the next hill/cliff, you are attacked by a quad of
wolves. Make sure that you loot the last chest before killing the
last wolf, as killing the last one ends the level.
CHEST 8: Gold, 1x Black Arm (Heavy Armor), 1x Scroll of Barkskin,
1x Potion of Cure Moderate Wounds
Once the wolves are dead, you are treated to a dialogue about how
you cannot resurrect a body that has no head. However, once your
Cleric has Raise Dead available, he can bring headless bodies to
life. (I learnt this from fighting the dreaded Mind Flayer)
M1.8. Mission Eight - The Tower
-------------------------------
Level Information
*****************
Party Members: 6
Recommended level: 4th
Background: Explore the haunted Tower of Crows for clues to the name
Athearorn.
Note: As this adventure is spread over two levels, there are two
totals for all the XP etc. Monsters on the second level
are marked with a #
Quest XP reward: 300XP + 600XP
XP from Kills:
Gold Acquired:
Chests: 5 + 2
Monsters: 4 Zombies, AC: 11; HP: 13
2 Zombie Warriors, AC: 16; HP: 28
Ghast, AC: 15; HP: 25
Wight, AC: 15; HP: 34
3 Medium Earth Elementals, AC: 18; HP: 44
Ghoul, AC: 14; HP: 14
You start this mission at the edge of a flight of stairs, in the
outer-most area of the tower. Once you move forward past the first
corner, you are attacked by a group of four Zombies, accompainied
by a single Zombie Warrior. The Zombie Warrior and two of the
Zombies are in front of the party, the other two appear on the
stairs that the party must of climb to get into the tower. Turn
Undead is a skill that will serve you well here and in other
parts of the tower.
Once you have defeated the Zombies, move round to the door. As soon
as you have opened it, you are attacked new types of Undead, a
Wight and a Ghast. A Ghast is similar to apperance as a Zombie, but
with the addded ability to paralyse anything it hits, whereas the
Wight is extremely dangerous to characters that rely on Wisdom, as
each hit can deal Wisdom damage, and there is no in game way to heal
that damage until you rest or complete the adventure.
To the characters right as you enter the room, there is a door
that opens up to reveal a chest. The square in front of the door is
trapped. The chest is locked.
CHEST 1: Gold, 1x Masterwork Trident (Polearm Class), 1x Cloak of
Charisma +2, 1x Scroll of Darkvision
Move down the short corridor to the left of the entrance to the
room and deal with the Zombie that pops up. Try to have your
characters well prepared with buff spells, as in the next room there
are two Medium Earth Elementals to fight. They have a few attacks,
so make sure you have Clerics near your fighters to heal as needed.
Once you have dealt with the Elementals, leave the room by the
other exit. There is a trap on the floor in front of the exit
to this room, so be wary. The two chests in this room are unlocked.
CHEST 2: Gold, 1x Bracers of Armor +1, 1x Potion of Barkskin, 1x
Turtlesnap (Light Armor)
CHEST 3: Gold, 1x Mithral Chain Shirt (Light Armor)
Leave this treasure room, and go through the exit. In this next
room, which is identical in shape to the room where you fought the
Earth Elementals, there is another Earth Elemental, as well as a
Ghoul. Neither of these enemies should prove to be a problem, so
once you have beaten them, loot the locked chest in this room.
CHEST 4: Gold, 1x Wand of Burning Hands, 1x Potion of Mage Armor,
1x Potion of Blur.
Leave the room using the other door, and once you pass through a
short corridor, you are confronted by a pair of Wights and a Zombie
Warrior. Remove them from your path, and directly across from where
you entered the room, you should see a small room leading to a
unlocked chest.
CHEST 5: Gold, 1x Scroll of Melf's Acid Arrow, 1x Potion of
Darkvision, 1x Warspite (Axe Class)
As you leave the room, you will be attacked by the last of the
elementals on this level, and if you move down that corridor far
enough, you will also come under fire from a pair of Skeleton
Archers. The path leading to the Skeleton Archers is fairly narrow
so you will only be able to move the characters into Melee range
one at a time.
Once you have dropped all these targets, proceed up the stairs
behind the Skeleton Archers and onto the second level. Doing this
will flash up the "End of Adventure" screen, but instead of being
returned to the World Map, you are kicked straight into the next
level of the tower.
#Start of the second level#
Your characters start, strangely enough, at the top of the flight
of stairs that they climbed up at the end of the last level (funny
that). You are confronted by a single Zombie as you move forward.
Once you have dealt with it, buff up your characters, as there is
a Wizard up ahead who is at least 5th level. Once you move into the
room, the Wizard asks you to end his life, as he is tired of it.
A battle will then start, with two Ghouls, Two Zombie Warriors and
a Wight coming from rooms hidden to the side of the one containing
the wizard. Make note of the rooms, as the area's two chests are in
them (one in each room). You will need to loot them before you
finish the wizard, as killing him takes you to the "End of
Adventure" Screen.
CHEST 1: Gold, 1x Potion of Invisibility
CHEST 2: Gold, 1x Potion of Barkskin +5
Once you have completed the level, you recieve the Svernkaegro Seal,
a magic ring that adds to a Cleric or Paladin's Turn Undead skill,
and you are taken to a cut scene, where a crow reveals to your
party the password to enter the witches home, Undome, via the area
known as Spiderspike Hollow.
M1.9. Mission Nine - The Witch
------------------------------
Level Information
*****************
Party Members: 6
Recommended level: 5th
Background: In the caves and hollows of Undome, save the witch
Entelesse, who is in grave danger.
Quest XP reward: 900XP
XP from Kills:
Gold Acquired:
Chests: 5
Monsters:
You start the level with your characters just inside the door that
you needed the password for in the previous area (Spiderspike),
with a set of double doors ahead of you. Your main character
mentions that you should be wary of traps, and there are a few in
this level, so have your Rogue at the front of the party when you
are not in combat, so the traps become visible. Failing that, a
character will a high Search skill will do.
Once you proceed through the doors, you are attacked by two wolves,
and if you move to far down the passageway to the right of the door,
you will also gain the attention of a further two wolves and a
werewolf. Once you have dealt with these five threats, move down the
passage directly opposite the door, (there is nothing of further
interest down the passage that the werewolf came from, except a
largish fight, one that is handled better by coming to it from
a different corridor), as you move forward, to the party's right is
a chamber that contains a wolf and the areas first chest. The square
in front of the chest will also grant you access to your first trap.
Once you have dealt with the wolf and the trap, you can open the
locked chest.
CHEST 1: Gold, 1x Quiver of Silver Arrows, 1x Scroll of Ice Storm
As you move further down this passage, you will come to a split in
the tunnel, one of the tunnels opens up into a large outdoor room,
and the other tunnel leads round to the door to the witch's home.
When you reach this junction, you are attacked by two werewolves,
and possibly a third which lurks up the tunnel leading to the
witch's home. Try not to move too near the outdoor chamber, as there
are several wolves and a Dire Wolf residing there. A Dire Wolf is
a much larger version of a wolf, dealing more damage, and having
more Hp than your standard wolf. Once you have dealt with the
werewolves and the wolves in the outdoor chamber, go back to the
junction, and head towards the witch's home. The passageway is
heavily trapped, so be careful. You should come up to a set of
double doors. These doors are locked and have traps placed on the
squares directly in front of them. Disarm the traps if possible,
then unlock the doors. The first chamber is octangler, and contains
two werewolves and five normal wolves. Once you have dealt with
these enemies, you have three options. First, open the door that is
in the left hand wall as you entered the chamber (camera behind
party), dispose of the wolf that guards this areas second chest.
The chest is unlocked.
CHEST 2: Gold, 1x Langblade (Polearm Class)
Next proceed up the left-diagonal passageway, where you will find
another door at the end of the kitchen-type room. Inside this room
is another werewolf, and the areas third chest, which is unlocked.
CHEST 3: Gold, 1x Beastbane (Blunt Class)
Now, return to the octangonal room, and go through the only door
you haven't tried. Behind this door are a wolf and werewolf combo,
so have your fighters ready for them, as they will try to block your
characters from moving any further into the room. Once you have
killed them, you have a choice of three doors. With the camera
behind the party, so that the door that the party came through is
at south, the west door leads to the boss and the missions end,
the north door leads to two rooms, the first containing a wolf, and
the second containing a werewolf guarding a chest. The chest is
unlocked.
CHEST 4: Gold, 1x Potion of Cure Moderate Wounds, 1x Wand of Burning
Hands
The eastern door leads to a unlocked chest. Loot the chest, and
move your party to the western door, buffing your characters before
you open it.
CHEST 5: Gold, 1x Quiver of Silver Arrows
Once you have buffed your characters, open the door. In here, you
find the witch, Entelesse, under attack. She has a Wand of Magic
Missiles and access to 3rd level spells, so she can look after
herself for a few turns. To get to her though, you will have to
fight two wolves, two werewolves and a Dire Wolf. The last enemy
in this room is the Werewolf Khan, the leader of the wolves.
Killing him nets you the "End of Adventure" screen, a cut-scene
about where to go next, and Paper Cut, a nice silver dagger.
_ _ _ _ _ _ _ _ _ _ _ _ _
/ \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \ / \
( S | h | o | p | s | a | n | d | I | t | e | m | s )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
S1. Shops
=========
For hirelings, for lack of a better term, have their stats and skills listed
for first level. Any skills that are not at 4 ranks have the number in
brackets next to them. The items are listed according to their type, with any
magical weapons/armor availble at that shop in a seperate table. The magic
weapons and armor have their names listed, refer to the Item section for each
weapon and armor individual stats. All weapons with the same name posses the
same magical abilities. Any weapon marked with a * are unique weapons, with
only one of it in the entire game. These weapons usually posses extra special
enchantments, such as adding fire damage to the attacks made with it. The same
applies to armor, with armor posses such enchantments as elemental resistance.
Shields are included in the Armor section(s) of each shop, however, they have
their own section in the items chapter, just to keep things easy to find.
S1.1. Arion Adventurer's Guild
------------------------------
Characters for hire
*******************
None
Items for Sale
**************
+----------------+--------+
| Weapon's | Cost |
+----------------+--------+
| Battleaxe | 10gp |
| Club | 1gp |
| Dagger | 2gp |
| Dart | 1gp |
| Dire Flail | 90gp |
| Flail | 8gp |
| Greatclub | 5gp |
| Handaxe | 6gp |
| Heavy Mace | 12gp |
| Heavy Pick | 8gp |
| Javelin | 1gp |
| Light Crossbow | 35gp |
| Light Hammer | 1gp |
| Light Mace | 5gp |
| Light Pick | 4gp |
| Longbow | 75gp |
| Longspear | 5gp |
| Longsword | 15gp |
| Morningstar | 8gp |
| Orc Double Axe | 60gp |
| Quarterstaff | 1gp |
| Scimitar | 20gp |
| Short Sword | 10gp |
| Shortbow | 30gp |
| Shortspear | 1gp |
| Sickle | 6gp |
| Sling | 1gp |
| Spear | 2gp |
| Throwing Axe | 8gp |
| Trident | 15gp |
| Warhammer | 12gp |
| Arrows | 1gp |
| Bolts | 1gp |
| Bolt Magazine | 1gp |
| Bullets | 1gp |
+----------------+--------+
| Masterwork Weapons |
+----------------+--------+
| N/A | |
+----------------+--------+
| Armor |
+----------------+--------+
| Padded Armor | 5gp |
| Leather Armor | 10gp |
| Hide Armor | 15gp |
| Studded Leather| |
| Armor | 25gp |
| Scalemail Armor| 50gp |
| Chainshirt | |
| Armor | 100gp |
| Chainmail Armor| 150gp |
| Breastplate | 200gp |
| Splint Armor | 200gp |
| Half-Plate | |
| Armor | 600gp |
| Full Plate | |
| Armor | 1500gp |
| Buckler | 15gp |
| Tower Shield | 30gp |
| Light Wooden | |
| Shield | 3gp |
| Light Steel | |
| Shield | 9gp |
| Heavy Wooden | |
| Shield | 7gp |
| Heavy Steel | |
| Shield | 20gp |
+----------------+--------+
| Masterwork Armor |
+----------------+--------+
| N/A | |
+----------------+--------+
| Potions and Oils |
+----------------+--------+
| Cure Light | |
| Wounds | 150gp |
+----------------+--------+
|Scrolls |
+----------------+--------+
| N/A | |
+----------------+--------+
| Misc & Misc Magic Items |
+----------------+--------+
| Torch | 1gp |
+----------------+--------+
S1.2. Jorhelling Temple
-----------------------
Characters for hire
*******************
Stiger of Saxa
Human Cleric of St. Cuthbert
Stats: Str: 12
Dex: 10
Con: 10
Int: 9
Wis: 15
Cha: 15
Skills: Concentration, Heal, Spellcraft
Feats: Cleric Default Feats, Improved Turning, Extra Turning
Dagmar
Dwarf Cleric of Nerull
Stats: Str: 10
Dex: 9
Con: 14
Int: 10
Wis: 16
Cha: 12
Skills: Concentration(2), Heal(2), Spellcraft(2),
Knowledge(Arcane)(2)
Feats: Cleric Default Feats,Default Dwarf Abilities, Spell
Penetration
Floisa
Human Paladin
Stats: Str: 13
Dex: 12
Con: 10
Int: 10
Wis: 14
Cha: 14
Skills: Sense Motive, Heal, Knowledge (Religion)
Feats: Paladin Default Feats, Improved Initative, Power Attack
Ander
Human Paladin
Stats: Str: 14
Dex: 12
Con: 12
Int: 10
Wis: 12
Cha: 13
Skills: Sense Motive, Heal, Knowledge (Religion)
Feats: Default Paladin Feats, Improved Initative, Lightning Reflexes
Items for Sale
**************
+-------------------+--------+
| Weapons | Cost |
+-------------------+--------+
| N/A | |
+-------------------+--------+
| Masterwork Weapons |
+-------------------+--------+
| N/A | |
+-------------------+--------+
| Armor |
+-------------------+--------+
| N/A | |
+-------------------+--------+
| Masterwork Armor |
+-------------------+--------+
| N/A | |
+-------------------+--------+
| Potions and Oils |
+-------------------+--------+
| Aid | 300gp |
| Barkskin (+2) | 300gp |
| Bless Weapon | 100gp |
| Bear's Endurance | 300gp |
| Bull's Strength | 300gp |
| Cat's Grace | 300gp |
| Eagle's Splendor | 300gp |
| Fox's Cunning | 300gp |
| Owl's Wisdom | 300gp |
| Mage Armor | 50gp |
| Remove Deaf/Blind | 750gp |
| Delay Poison | 300gp |
| Remove Fear | 50gp |
| Shield of | |
| Faith (+2) | 50gp |
| Cure Light Wounds | 50gp |
| Cure Moderate | |
| Wounds | 300gp |
| Greater Magic | |
| Weapon (+1) | 750gp |
| Blur | 300gp |
+-------------------+--------+
| Scrolls |
+-------------------+--------+
| Cure Minor Wounds | 13gp |
| Inflict Minor | |
| Wounds | 13gp |
| Light | 13gp |
| Resistance | 13gp |
| Virtue | 13gp |
| Bless | 25gp |
| Cause Fear | 25gp |
| Cure Light Wounds | 25gp |
| Doom | 25gp |
| Inflict Light | |
| Wounds | 25gp |
| Shield of Faith | 25gp |
| Summon Monster 1 | 25gp |
| Summon Natural | |
| Ally 1 | 25gp |
| Barkskin | 150gp |
| Bear's Endurance | 150gp |
| Bull's Strength | 150gp |
| Cat's Grace | 150gp |
| Cure Moderate | |
| Wounds | 150gp |
| Inflict Moderate | |
| Wounds | 150gp |
| Summon Monster 2 | 150gp |
| Summon Nature's | |
| Ally 2 | 150gp |
| Animate Dead | 625gp |
| Blindness/Deafness| 375gp |
| Cure Serious | |
| Wounds | 375gp |
| Darkvision | 375gp |
| Dispel Magic | 375gp |
| Inflict Serious | |
| Wounds | 375gp |
| Neutralise Poison | 375gp |
| Remove Blindness | 375gp |
| Remove Disease | 375gp |
| Summon Monster 3 | 375gp |
| Summon Nature's | |
| Ally 4 | 700gp |
+-------------------+--------+
| Misc & Misc Magic Items |
+-------------------+--------+
| Phylactery of | |
| Undead Turning | 11000gp|
| Periapt of | |
| Wisdom +4 | 16000gp|
| Cloak of | |
| Charisma +2 | 400gp |
+-------------------+--------+
S1.3. Estmanndal Merchant
-------------------------
Characters for hire
*******************
None
Items for sale
**************
+----------------+--------+
| Weapon's | Cost |
+----------------+--------+
| Dwarven Urgrosh| 50gp |
| Dwarven Waraxe | 30gp |
| Gnome Hooked | |
| Hammer | 20gp |
| Shuriken | 1gp |
| Arrows | 1gp |
| Bolts | 1gp |
| Bolt Magazine | 1gp |
| Bullets | 1gp |
+----------------+--------+
|Masterwork Weapon's |
+----------------+--------+
| Bastard Sword | 335gp |
| Battleaxe | 310gp |
| Club | 300gp |
| Dagger | 302gp |
| Falchion | 375gp |
| Glaive | 308gp |
| Greataxe | 320gp |
| Great Sword | 350gp |
| Guisarme | 309gp |
| Halberd | 310gp |
| Heavy Crossbow | 350gp |
| Heavy Mace | 312gp |
| Heavy Pick | 308gp |
| Light Crossbow | 335gp |
| Composite | |
| Longbow | 400gp |
| Composite | |
| Longbow (S1) | 500gp |
| Composite | |
| Longbow (S2) | 600gp |
| Longsword | 315gp |
| Morningstar | 308gp |
| Orc Doubleaxe | 660gp |
| Ranseur | 310gp |
| Rapier | 320gp |
| Scimitar | 315gp |
| Short Sword | 310gp |
| Composite Short| |
| Bow | 375gp |
| Composite Short| |
| Bow (S1)| 475gp |
| Composite Short| |
| Bow(S2) | 575gp |
| Trident | 315gp |
| 2-Bladed Sword | 700gp |
| Warhammer | 312gp |
| Arrows | 140gp |
| Bolts | 70gp |
| Bullets | 70gp |
+----------------+--------+
| Armor |
+-------------------------+
| N/A | |
+----------------+--------+
| Masterwork Armor |
+----------------+--------+
| Studded Leather| 175gp |
| Scalemail | 50gp |
| Chainshirt | 250gp |
| Chainmail | 300gp |
| Breastplate | 350gp |
| Splint Armor | 350gp |
| Light Wooden | |
| Shield | 153gp |
| Light Steel | |
| Shield | 159gp |
+----------------+--------+
| Potions and Oils |
+----------------+--------+
| N/A | |
+----------------+--------+
| Scrolls |
+----------------+--------+
| N/A | |
+----------------+--------+
| Misc & Misc Magic Items |
+-------------------------+
| Torch | 1gp |
+----------------+--------+
S1.4. Saxa Court
----------------
Characters for Hire
*******************
Danil
Human Bard
Stats: Str: 12
Dex: 14
Con: 11
Int: 14
Wis: 8
Cha: 14
Skills: Bluff, Concentration, Escape Artist, Hide, Spot(2),
Perform, Use Magic Device, Listen, Move Silently
Feats: Default Bard Feats, Stealthy, Lightning Reflexes.
Valathia Nailo
Elven Bard
Stats: Str: 11
Dex: 16
Con: 10
Int: 14
Wis: 8
Cha: 14
Skills: Concentration, Spellcraft, Spot(2), Perform, Listen, Use
Magic Device, Move Silently, Hide
Feats: Default Bard Feats, Default Elf Abilities, Dodge
Items for Sale
**************
+----------------+--------+
| Weapon's | Cost |
+----------------+--------+
| N/A | |
+----------------+--------+
| Masterwork Weapons |
+----------------+--------+
| N/A | |
+----------------+--------+
| Armor |
+----------------+--------+
| N/A | |
+----------------+--------+
| Masterwork Armor |
+-------------------------+
| N/A | |
+----------------+--------+
| Potions and Oils |
+----------------+--------+
| N/A | |
+----------------+--------+
| Scrolls |
+----------------+--------+
| N/A | |
+----------------+--------+
| Misc & Misc Magic Items |
+----------------+--------+
| Bracers of | |
| Armor +3 | 9000gp |
| Amulet of | |
| Health +4 |16000gp |
| Ring of | |
| Protection +2 | 8000gp |
+----------------+--------+
+================+=========+
| Magic Weapons | Cost |
+================+=========+
| Sharpsteel | 8320gp |
| First Tooth | 2302gp |
| Long Memory | 8309gp |
| The Twin | 8660gp |
| Truthkiller | 18335gp |
| Bellyslit | 18310gp |
| Langblade | 8308gp |
| Battlebride | 18350gp |
| Bladetrap | 18310gp |
| Tallfellow | 18310gp |
| Thirstblade | 18700gp |
| Selene* | 2398gp |
| Skrep* | 98315gp |
| Umhrohir* | 50310gp |
| Elian Surebolt*| 18335gp |
| Angarvadil* | 50600gp |
| Soulreaver* | 18320gp |
| Moonkiller* | 50530gp |
+================+=========+
| Magic Armor |
+================+=========+
| Toroth Nar | 4155gp |
| Vingan's Gift | 4750gp |
| Glancer | 5650gp |
| Ursis | 4153gp |
| Iron Wall | 9170gp |
| Temple Head | 16175gp |
| Pangolin | 9300gp |
| Rede Byrnie* | 36300gp |
| Dornor Arrow | |
| Ward* | 9159gp |
| Seven Wind | |
| Catcher* | 16153gp |
| Frost Scathe | 22200gp |
+================+=========+
S1.5. Issa Vale Forest Moot
---------------------------
Characters for Hire
*******************
Ellirra
Human Druid
Stats: Str: 11
Dex: 14
Con: 12
Int: 10
Wis: 16
Cha: 8
Skills: Knowledge (Nature), Concentration, Spellcraft, Spot,
Survival
Feats: Default Druid Feats, Dodge, Point Blank Shot
Solis
Elven Druid
Stats: Str: 13
Dex: 14
Con: 12
Int: 10
Wis: 15
Cha: 8
Skills: Knowledge(Nature)(2), Concentration, Spellcraft, Spot,
Survival(2)
Feats: Default Druid Feats, Default Elf Abilities, Spell Peneration
Leithra
Half-Elven Ranger
Stats: Str: 11
Dex: 14
Con: 12
Int: 12
Wis: 14
Cha: 10
Skills: Concentration, Hide, Knowledge(Nature), Search, Spot,
Survival, Move Silently
Feats: Default Ranger Feats, Default Half-Elf Abilities, Point
Blank Shot
Reic
Half-Elven Ranger
Stats: Str: 13
Dex: 12
Con: 12
Int: 12
Wis: 14
Cha: 10
Skills: Concentration, Hide, Knowledge (Dungeoneering), Search,
Spot, Survival, Listen
Feats: Default Ranger Feats, Default Half-Elf Abilities, Weapon
Focus (Heavy Sword)
Items for sale
**************
+----------------+--------+
| Weapons | Cost |
+----------------+--------+
| Arrows | 1gp |
| Bullets | 1gp |
| Silver Arrows | 90gp |
+----------------+--------+
| Masterwork Weapons |
+----------------+--------+
| Arrows | 140gp |
| Bullets | 70gp |
+----------------+--------+
| Armor | |
+----------------+--------+
| Mithral Shirt | 1100gp |
+----------------+--------+
| Masterwork Armor |
+----------------+--------+
| Hide | 165gp |
+----------------+--------+
| Potions and Oils |
+----------------+--------+
| N/A | |
+----------------+--------+
| Scrolls |
+----------------+--------+
| N/A | |
+----------------+--------+
| Misc & Misc Magic Items |
+----------------+--------+
| Boots of | |
| Striding | 5500gp |
| Amulet of | |
| Natural Armor | 2000gp |
| Gloves of | |
| Dexterity +2 | 4000gp |
| Cloak of | |
| Elvenkind | 2500gp |
+----------------+--------+
+=================+=========+
| Magic Weapons | Cost |
+=================+=========+
| Flaming Bullets | 18350gp |
| Arrows of Icy | |
| Burst | 18350gp |
| Arrows of | |
| Seeking | 32350gp |
| Throat Ache | 18500gp |
| Dandy Longfellow| 50500gp |
| The Sovereign | 32375gp |
| Swallowtail | 8475gp |
| Long Arm Lally | 18575gp |
| Eye Of The Bull | 32330gp |
| Stick Is My | |
| Friend | 8600gp |
| Wyrmbiter | 18315gp |
| Green Skinner* | 8310gp |
| Snowbride* | 32305gp |
| Blackadder* | 18300gp |
| Blood Moon | 2396gp |
| Three Winds | |
| Rising | 32375gp |
| Wulfsplinter | 18450gp |
| Flame of Ruath | 8335gp |
+=================+=========+
| Magic Armor |
+=================+=========+
| Scarecrow | 1155gp |
| Turtlesnap | 1160gp |
| Fang Ward | 1165gp |
| Life Line | 16157gp |
| Urothim's Hold | 4165gp |
| Spearfoe (Armor | 4350gp |
| Shieldwall | 9159gp |
| Three Bolts | 9400gp |
| Swordbane | 17650gp |
| Nine Guards Of | |
| The Tumult | 27165gp |
| Wyrd Bane | 49160gp |
| Brodrigg | |
| Stormhold | 25170gp |
+=================+=========+
S1.6. Elerin Wizard's School
----------------------------
Characters for Hire
*******************
Ria Lostsoul
Half-Elven Sorcerer
Stats: Str: 8
Dex: 12
Con: 12
Int: 11
Wis: 12
Cha: 16
Skills: Knowledge (Arcane)(2), Concentration(3), Spellcraft(3)
Feats: Default Sorcerer Feats, Default Half-Elf Abilities, Spell
Penetration
Doon Ironhide
Gnome Sorcerer
Stats: Str: 6
Dex: 14
Con: 14
Int: 14
Wis: 9
Cha: 15
Skills: Knowledge (Arcane), Concentration, Spellcraft, Spot(2)
Feats: Default Sorcerer Feats, Default Gnome Abilities, Toughness
Waylinck
Gnome Wizard
Stats: Str: 7
Dex: 10
Con: 16
Int: 16
Wis: 12
Cha: 10
Skills: Knowledge (Arcane), Knowledge (Dungeoneering),
knowledge (The Planes), Concentration, Spellcraft
Feats: Default Wizard Feats, Default Gnome Abilities, Spell
Penetration
Beaucade Gallo
Halfling Wizard
Stats: Str: 9
Dex: 16
Con: 10
Int: 16
Wis: 10
Cha: 10
Skills: Knowledge (Dungeoneering), Knowledge (Nature),
Knowledge (The Planes), Concentration, Spellcraft
Feats: Default Wizard Feats, Default Halfling Abilities, Toughness
Items for sale
**************
+------------------+--------+
| Weapons | Cost |
+------------------+--------+
| N/A | |
+------------------+--------+
| Masterwork Weapons |
+---------------------------+
| N/A | |
+------------------+--------+
| Armor |
+------------------+--------+
| N/A | |
+------------------+--------+
| Masterwork Armor |
+------------------+--------+
| N/A | |
+------------------+--------+
| Potions and Oils |
+------------------+--------+
| Barkskin +3 | 600gp |
| Barkskin +4 | 900gp |
| Cure Serious | |
| Wounds | 750gp |
| Darvision | 300gp |
| Flame Arrow | 750gp |
| Remove Disease | 750gp |
| Remove | |
| Paralysis | 300gp |
| Greater Magic | |
| Weapon +2 | 1200gp |
| Greater Magic | |
| Weapon +3 | 1800gp |
| Haste | 750gp |
| Heroism | 750gp |
| Invisiblity | 300gp |
| Magic Weapon | 50gp |
| Neutralise | |
| Poison | 750gp |
| Shield Of | |
| Faith +3 | 300gp |
| Shield Of | |
| Faith +4 | 600gp |
+------------------+--------+
| Scrolls |
+---------------------------+
| Acid Splash | 13gp |
| Daze | 13gp |
| Disrupt Undead | 13gp |
| Ray of Frost | 13gp |
| Touch of Fatigue | 13gp |
| Burning Hands | 25gp |
| Chill Touch | 25gp |
| Cure Light Wounds| 25gp |
| Mage Armor | 25gp |
| Magic Missile | 25gp |
| Sleep | 25gp |
| Summon Monster 1 | 25gp |
| Bear's Endurance | 150gp |
| Blindness/ | |
| Deafness | 150gp |
| Blur | 150gp |
| Bull's Strength | 150gp |
| Cat's Grace | 150gp |
| Darkvision | 150gp |
| Invisiblity | 150gp |
| Melf's Acid Arrow| 150gp |
| Summon Monster 2 | 150gp |
| Cure Moderate | |
| Wounds | 200gp |
| Blink | 375gp |
| Dispel Magic | 375gp |
| Fireball | 375gp |
| Flame Arrow | 375gp |
| Haste | 375gp |
| Lightning Bolt | 375gp |
| Slow | 375gp |
| Summon Monster 3 | 375gp |
+------------------+--------+
| Misc & Misc Magic Items |
+------------------+--------+
| Cloak of | |
| Resistance | 1000gp |
| Headband of | |
| Intellect |16000gp |
| Periapt of Health| 7500gp |
+------------------+--------+
| Rings |
+---------------------------+
| Minor Acid | |
| Resistance |12000gp |
| Minor Cold | |
| Resistance |12000gp |
| Minor Electricity| |
| Resistance |12000gp |
| Minor Fire | |
| Resistance |12000gp |
| Minor Sonic | |
| Resistance |12000gp |
| Protection +1 | 2000gp |
| Force Shield | 8500gp |
+------------------+--------+
| Wands |
+---------------------------+
| Call Lightning |18000gp |
| Contagion |11250gp |
| Dispel Magic (5) |11250gp |
| Fear |21000gp |
| Fireball (6) |13500gp |
| Lightning (5) |11250gp |
| Melf's Acid Arrow| 4500gp |
| Neutralise | |
| Poison |21000gp |
| Poison |21000gp |
| Slow |11250gp |
+------------------+--------+
S1.7. The Eastings Mercenary Guild
----------------------------------
Characters for Hire
*******************
Gromfeng
Half-Orc Barbarian
Stats: Str: 18
Dex: 14
Con: 14
Int: 6
Wis: 11
Cha: 6
Skills: Indimidate, Survival
Feats: Default Barbarian Feats, Default Half-Orc Abilities, Power
Attack
Erin Von Marsh
Human Fighter
Stats: Str: 14
Dex: 16
Con: 14
Int: 8
Wis: 10
Cha: 9
Skills: Intimidate, Escape Artist(2)
Feats: Default Fighter Feats, Point Blank Shot, Rapid Shot, Weapon
Focus (Bow)
Kendra Tealeaf
Halfling Barbarian
Stats: Str: 14
Dex: 17
Con: 14
Int: 8
Wis: 9
Cha: 8
Skills: Indimidate, Survival, Listen
Feats: Default Barbarian Feats, Default Halfling Abilities, Point
Blank Shot
Durn Shorthaft
Dwarf Fighter
Stats: Str: 16
Dex: 14
Con: 16
Int: 8
Wis: 11
Cha: 6
Skills: Intimidate
Feats: Default Fighter Feats, Default Dwarf Abilities, Dodge,
Combat Reflexes
Iyesa Tirn
Human Pyschic Warrior
Stats: Str: 14
Dex: 14
Con: 10
Int: 9
Wis: 16
Cha: 8
Skills: Search(2), Spot(2)
Feats: Default Pyschic Warrior Feats, Dodge, Improved Initative,
Power Attack
Maldir
Half-Elven Pyschic Warrior
Stats: Str: 16
Dex: 14
Con: 11
Int: 8
Wis: 14
Cha: 8
Skills: Autohypnosis
Feats: Default Pyschic Warrior Feats, Default Half-Elf Abilities,
Psionic Weapon (Psionic), Weapon Focus (Heavy Sword)
Items for Sale
**************
+-----------------+--------+
| Weapons | Cost |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Masterwork Weapons |
+-----------------+--------+
| Arrows | 140gp |
| Bolts | 70gp |
| Bullets | 70gp |
+-----------------+--------+
| Armor |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Masterwork Armor |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Potions and Oils |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Scrolls |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Misc & Misc Magic Items |
+-----------------+--------+
| Bracers of | |
| Armor +1 | 1000gp |
| Boots of | |
| Striding | 5500gp |
+-----------------+--------+
+=================+==========+
| Magic Weapons | Cost |
+=================+==========+
| North Beater | 2355gp |
| Warspite | 2310gp |
| Fang | 2302gp |
| Two Brothers | 8690gp |
| Orcsticker | 8650gp |
| Death Smith | 2330gp |
| Torch Of The | |
| Blood | 2375gp |
| Whirligig | 2308gp |
| Legbiter | 2308gp |
| Kobold's Ache | 2620gp |
| Byrnie's Fear | 2320gp |
| Slugger | 2305gp |
| Shield Breaker | 2350gp |
| Shield Hungary | 2309gp |
| Long John | 2310gp |
| Little Brother | 2400gp |
| Boltspitter | 2350gp |
| Wild Wind | 8315gp |
| Dog Of The | |
| Helmet | 2312gp |
| Deep Ore | 8308gp |
| Ghost Maker | 8335gp |
| Composite | |
| Longbow +1 | 2600gp |
| Long Man | 8375gp |
| Tongue Of The | |
| Scabbard | 2315gp |
| Bright Spike | 2308gp |
| Belly Ache | 2660gp |
| Whipbranch | 2600gp |
| Ranseur +2 | 8310gp |
| Swiftsure | 2320gp |
| Addertooth | 2315gp |
| Iron Scold | 2310gp |
| Little Talon | 2475gp |
| Rede Fletch | 8330gp |
| Wolfspit | 8302gp |
| Three Widows | 2315gp |
| Blood-Twin | 2700gp |
| Warhammer +1 | 2312gp |
| Flaming Arrows | 8350gp |
| Frost Arrows | 8350gp |
| Shock Bolts | 8350gp |
+=================+==========+
| Magic Armor |
+=================+==========+
| Spearfoe | |
| (Shield) | 1153gp |
| Axegrinder | 1159gp |
| Sword Breaker | 1170gp |
| Emma | 1300gp |
| Black Arm | 1350gp |
| Three Bolts | 1400gp |
| Eanred's Shirt | 4200gp |
| Long Guard | 4350gp |
+=================+==========+
S1.8. Apple Inn Thieves' Guild
------------------------------
Characters for Hire
*******************
Ala Silverhand
Elven Rogue
Stats: Str: 9
Dex: 16
Con: 10
Int: 14
Wis: 14
Cha: 10
Skills: Disable Device, Escape Artist (2), Hide, Intimidate (2),
Open Lock, Search, Spot, Tumble, Use Magic Device, Listen,
Move Silently
Feats: Default Rogue Feats, Default Elf Abilities, Alertness
Ty Two-Finger
Halfling Rogue
Stats: Str: 10
Dex: 18
Con: 11
Int: 14
Wis: 10
Cha: 8
Skills: Disable Device, Escape Artist, Hide, Intimidate, Open Lock,
Search, Spot, Tumble, Listen, Move Silently
Feats: Default Rogue Feats, Default Halfling Abilities, Nimble
Fingers
Items for sale
**************
+-----------------+--------+
| Weapons | Cost |
+-----------------+--------+
| Sai | 1gp |
| Shuriken | 1gp |
| Kama | 2gp |
| Kukri | 8gp |
| Nunchaku | 2gp |
| Repeating Light | |
| Crossbow | 250gp |
| Repeating Heavy | |
| Crossbow | 400gp |
| Hand Crossbow | 100gp |
| Arrows | 1gp |
| Bolts | 1gp |
| Bolt Magazines | 1gp |
| Bullets | 1gp |
+-----------------+--------+
| Masterwork Weapons |
+-----------------+--------+
| Hand Crossbow | 400gp |
| Arrows | 140gp |
| Bolts | 70gp |
| Bullets | 70gp |
+-----------------+--------+
| Armor |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Masterwork Armor |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Potions and Oils |
+-----------------+--------+
| Barkskin +5 | 1200gp |
| Blur | 300gp |
| Cat's Grace | 300gp |
| Cure Light | |
| Wounds | 50gp |
| Darkvision | 300gp |
| Fox's Cunning | 300gp |
| Haste | 750gp |
| Invisiblity | 300gp |
| Neutralise | |
| Poison | 750gp |
| Remove Disease | 750gp |
+-----------------+--------+
| Scrolls |
+-----------------+--------+
| N/A | |
+-----------------+--------+
| Misc and Magic Misc |
+-----------------+--------+
| Thieve's Tools | 30gp |
| Masterwork | |
| Thieves Tools | 100gp |
| Gloves of | |
| Dexterity +2 | 4000gp |
| Periapt Of Proof| |
| Against Poison |27000gp |
+-----------------+--------+
+=================+=========+
| Magic Weapons | Cost |
+=================+=========+
| Little John | 8310gp |
| Fancy Dan | 18320gp |
| More Hurt | 18400gp |
| Dagger +4 | 32302gp |
| Point Blank | 32335gp |
| Hammer Of The | |
| Underworld* | 18301gp |
| Bolts of Seeking| 18350gp |
+=================+=========+
| Magical Armor |
+=================+=========+
| Blade Turner | 4160gp |
| Straw Man | 9155gp |
| The Wind of Tir | |
| Alassar | 16160gp |
| Shadow Friend* | 31175gp |
| Svartligga | 54160gp |
+=================+=========+
S2. Items
Here is a list of all the items listed in the shops. I will also add item's
that are only found as treasure. Such items will be marked with a #.
Any *'ed items are unique (one of a kind).
S2.1. Weapons
The format of the weapons will be as follows:
Name
Class
Type of Weapon (Simple, Martial or Exotic)
Type of damage
Attack Bonus (if any)
Damage
Critical Range
Hands Required
Range/Reach (if any)
Magical Bonus (if any)
Weight
Any Weapon can be found or bought with the title Masterwork. This grants the
character using the weapon a +1 bonus to hit a target. Any weapon called Light
lessens the penalty when using it as part of the Two Weapon Fighting style.
S2.1.1. Melee
Bastard Sword
Class: Heavy Sword
Type: Exotic
Damage type: Slashing
Attack Bonus: None
Damage: 1d10
Critical Range: 19-20/x3
Hands: 1 and 1/2
Reach: 1 Square
Magical Bonus: None
Weight: 6lbs
Battleaxe
Class: Axe
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 6lbs
Club
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 3lbs
Dagger
Class: Light Sword
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d4
Critical Range: 19-20/x2
Hands: 1 (Light)
Reach: 1 Square
Range: 10 Squares
Magical Bonus: None
Weight: 1lbs
Dire Flail
Class: Blunt
Type: Exotic
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d8
Critical Range: x2
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 10lbs
Dwarven Urgrosh
Class: Axe
Type: Exotic
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 12lbs
Dwarven Waraxe
Class: Axe
Type: Exotic
Damage type: Slashing
Attack Bonus: None
Damage: 1d10
Critical Range: x3
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 8lbs
Falchion
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 2D4
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 8lbs
Flail
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d8
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 3lbs
Glaive
Class: Polearm
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d10
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: None
Weight: 10lbs
Gnome Hooked Hammer
Class: Blunt
Type: Exotic
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 6lbs
Greataxe
Class: Axe
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d12
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 12lbs
Greatclub
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d10
Critical Range: x2
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 8lbs
Great Sword
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 2D6
Critical Range: 19-20/x2
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 8lbs
Halberd
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d10
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: None
Weight: 12lbs
Handaxe
Class: Axe
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d6
Critical Range: x3
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 3lbs
Heavy Mace
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d8
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 8lbs
Heavy Pick
Class: Axe
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: x4
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 6lbs
Kama
Class: Axe
Type: Exotic
Damage type: Slashing
Attack Bonus: None
Damage: 1d4
Critical Range: x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 1lbs
Kukri
Class: Light Sword
Type: Exotic
Damage type: Slashing
Attack Bonus: None
Damage: 1d4
Critical Range: 18-20/x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 2lbs
Light Hammer
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d4
Critical Range: x2
Hands: 1 (Light)
Reach: 1 Square
Range: 20 Squares
Magical Bonus: None
Weight: 2lbs
Light Mace
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 4lbs
Light Pick
Class: Axe
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d4
Critical Range: x4
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 3lbs
Longspear
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: None
Weight: 9lbs
Longsword
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d8
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 4lbs
Morningstar
Class: Blunt
Type: Simple
Damage type: Slashing
Attack Bonus: None
Damage: 1d8
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 6lbs
Nunchaku
Class: Blunt
Type: Exotic
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 2lbs
Orc Doubleaxe
Class: Axe
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 15lbs
Quarterstaff
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 2
Reach: 1 Square
Magical Bonus: None
Weight: 4lbs
Ranseur
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 2d4
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: None
Weight: 12lbs
Rapier
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: 18-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 2lbs
Sai
Class: Light Sword
Type: Exotic
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d4
Critical Range: x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 1lbs
Scimitar
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d6
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 4lbs
Short Sword
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: 19-20/x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 2lbs
Shortspear
Class: Polearm
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 1
Reach: 1 Square
Range: 20 Squares
Magical Bonus: None
Weight: 3lbs
Sickle
Class: Axe
Type: Simple
Damage type: Slashing
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: None
Weight: 2lbs
Spear
Class: Polearm
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 2
Reach: 1 Square
Range: 20 Squares
Magical Bonus: None
Weight: 6lbs
Trident
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: x2
Hands: 1
Reach: 1 Square
Range: 10 Squares
Magical Bonus: None
Weight: 4lbs
Two Bladed Sword
Class: Heavy Sword
Type: Exoctic
Damage type: Slashing
Attack Bonus: None
Damage: 1d8
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 10lbs
Warhammer
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 1
Reach: 1 Square
Magical Bonus: None
Weight: 5lbs
S2.1.2. Magic Melee
Addertooth
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: 18-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 4lbs
Angarvadil*
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: +3
Damage: 1d6+3
Critical Range: x2
Hands: 2
Reach: 1 Square
Magical Bonus: +3 Enhancement, Disruption Weapon (Destroys Undead
if they fail a Will Save)
Weight: 4lbs
Battlebride
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +3
Damage: 1d8 +3
Critical Range: 19-20/x2
Hands: 2
Reach: 1 Square
Magical Bonus: Enhancement +2
Weight: 6lbs
Beastbane*#
Class: Blunt
Type: Simple
Damage Type: Bludgeoning
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: Enhancement +1, Beastbane - against wolves and
werewolves, the weapon becomes +3, and deals +2d6
damage
Belly Ache
Class: Axe
Type: Exotic
Damage type: Slashing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 15lbs
Bellyslit
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +3
Damage: 1d8 +3
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: Enhancement +2
Weight: 6lbs
Blackadder*
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement, Disruption Weapon (Destroys Undead
if they fail a Will Save)
Weight: 3lbs
Bladetrap
Class: Polearm
Type: Martial
Damage type: Slashing
Attack Bonus: +3
Damage: 2D4 +3
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +3 Enhancement
Weight: 12lbs
Blood Moon*
Class: Axe
Type: Simple
Damage type: Slashing
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
Werewolves and Vampires
Weight: 2lbs
Blood Twin
Class: Heavy Sword
Type: Exotic
Damage type: Slashing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: 19-20/x2
Hands: 2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 10lbs
Bright Spike
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 6lbs
Byrnie's Fear
Class: Axe
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 1d12 +1
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 12lbs
Dagger +4 (one of the few magic weapons that has no name)
Class: Light Sword
Type: Simple
Damage type: Piercing
Attack Bonus: +4
Damage: 1d4 +4
Critical Range: 19-20/x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: +4 Enhancement
Weight: 1lbs
Death Smith
Class: Axe
Type: Exotic
Damage type: Slashing
Attack Bonus: +1
Damage: 1d10 +1
Critical Range: x3
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 8lbs
Deep Ore
Class: Axe
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: x4
Hands: 1
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 6lbs
Dog Of The Helmet
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 8lbs
Fancy Dan
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +3
Damage: 1d6 +3
Critical Range: 18-20/x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: +3 Enhancement
Weight: 2lbs
Fang
Class: Light Sword
Type: Simple
Damage type: Piercing
Attack Bonus: +1
Damage: 1d4 +1
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 1lbs
First Tooth
Class: Axe
Type: Exotic
Damage type: Slashing
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 6lbs
Flame of Ruath*
Class: Heavy Sword
Type: Exotic
Damage type: Slashing
Attack Bonus: +1
Damage: 1d10 +1 + 1d6 fire
Critical Range: x2
Hands: 1 and 1/2
Reach: 1 Square
Magical Bonus: +1 Enhancement, Flaming Weapon adds 1d6 fire damage
to each successful hit
Weight: 6lbs
Green Skinner*
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: 19-20x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: +1 Enhancement, Goblin Bane works as a +3 weapon
against Goblins, and deals an extra 2d6 points of
damage.
Weight: 6lbs
Hammer Of The Underworld*
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: +2
Damage: 1d4 +2 + 1d8 Sonic
Critical Range: x1
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: +2 Enhancement, Thundering Weapon adds 1d8 points
of Sonic damage to each successful hit.
Weight: 2lbs
Iron Scold
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: 19-20/x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 2lbs
Kobold's Ache
Class: Blunt
Type: Exotic
Damage type: Piercing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 6lbs
Langblade
Class: Polearms
Type: Martial
Damage type: Slashing
Attack Bonus: +2
Damage: 1d10 +2
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +2 Enhancement
Weight: 10lbs
Legbiter
Class: Polearm
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 1d10 +1
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +1 Enhancement
Weight: 10lbs
Little John
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: 19-20/x2
Hands: 1 (Light)
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 2lbs
Long John
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: +1
Damage: 1d10 +1
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +1 Enhancement
Weight: 12lbs
Long Memory
Class: Polearm
Type: Martial
Damage type: Slashing
Attack Bonus: +2
Damage: 2D4 +2
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +2 Enhancement
Weight: 12lbs
Moon Killer*
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +5
Damage: 2d6 +5
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +5 Enhancement, Bypasses the Damage Reduction of
Werewolves and Vampires
Weight: 8lbs
Night Slicer*#
Class: Axe
Type: Exotic
Damage Type: Slashing
Attack Bonus: +1
Damage: 1D10 +1
Critical Range: x3
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
Werewolves and Vampires
Weight: 8lbs
North Beater
Class: Heavy Sword
Type: Exotic
Damage type: Slashing
Attack Bonus: +1
Damage: 1d10 +1
Critical Range: 19-20/x3
Hands: 1 and 1/2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 6lbs
Orcsticker
Class: Axe
Type: Exotic
Damage type: Piercing
Attack Bonus: +2
Damage: 1d8 +2
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 12lbs
Paper Cut
Class: Light Sword
Type: Simple
Damage Type: Piercing
Attack Bonus: +1
Damage: 1d4 +1
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: Enhancement +1, Silver Weapon
Weight: 1lb
Ranseur +2 (one of the few magic weapons that has no name)
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 2d4 +2
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +2 Enhancement
Weight: 12lbs
Selene*
Class: Blunt
Type: Simple
Damage type: Piercing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement, Bypasses the Damage Reduction of
Werewolves and Vampires
Weight: 6lbs
Sharpsteel
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: 18-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 2lbs
Skrep*
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +2
Damage: 1d8+2
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +2 Enhancement, When this weapon scores a critical
hit it instantly kills the target.
Weight: 4lbs
Shield Breaker
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 2d6 +1
Critical Range: 19-20/x2
Hands: 2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 8lbs
Shield Hungry
Class: Polearm
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 2d4 +1
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +1 Enhancement
Weight: 12lbs
Slugger
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: +1
Damage: 1d10 +1
Critical Range: x2
Hands: 2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 8lbs
Snowbride*
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: +3
Damage: 1d8 +3 + 1d6 Cold
Critical Range: 18-20/x2
Hands: 2
Reach: 2 Squares
Magical Bonus: +3 Enhancement, Cold weapon adds 1d6 cold damage
to each successful hit
Weight: 9lbs
Soulreaver*
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: 15-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +2 Enhancement, Keen weapon, doubles the threat range
of the weapon, giving more critical hits
Weight: 2lbs
Stick Is My Friend
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: x2
Hands: 2
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 4lbs
Swiftsure
Class: Light Sword
Type: Martial
Damage type: Piercing
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: 18-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 2lbs
Tallfellow
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: +3
Damage: 1d10 +3
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +3 Enhancement
Weight: 12lbs
The Twin
Class: Axe
Type: Exotic
Damage type: Slashing
Attack Bonus: +2
Damage: 1d8 +2
Critical Range: x3
Hands: 2
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 12lbs
Thirstblade
Class: Heavy Sword
Type: Exotic
Damage type: Slashing
Attack Bonus: +3
Damage: 1d8 +3
Critical Range: 19-20/x2
Hands: 2
Reach: 1 Square
Magical Bonus: +3 Enhancement
Weight: 10lbs
Three Widows
Class: Polearm
Type: Martial
Damage type: Piercing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Range: 10 Squares
Magical Bonus: +1 Enhancement
Weight: 4lbs
Torch of the Blood
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 2d4 +1
Critical Range: 18-20/x2
Hands: 2
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 8lbs
Tongue of the Scabbard
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 4lbs
Truthkiller
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +3
Damage: 1d10 +3
Critical Range: 19-20/x2
Hands: 1 and 1/2
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 12lbs
Two Brothers
Class: Blunt
Type: Exotic
Damage type: Bludgeoning
Attack Bonus: +2
Damage: 1d8 +2
Critical Range: x2
Hands: 2
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 10lbs
Umhrohir*
Class: Polearm
Type: Martial
Damage type: Slashing
Attack Bonus: +4
Damage: 1d10 +4
Critical Range: x3
Hands: 2
Reach: 2 Squares
Magical Bonus: +4 Enhancement, Aberrations take an extra 2d6
additional damage
Weight: 12lbs
Warhammer +1 (one of the few weapons that has no name)
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x3
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 5lbs
Warspite
Class: Axe
Type: Martial
Damage type: Slashing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x3
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 6lbs
Whipbranch
Class: Blunt
Type: Simple
Damage type: Bludgeoning
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 4lbs
Whirligig
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x2
Hands: 1
Reach: 1 Square
Magical Bonus: +1 Enhancement
Weight: 3lbs
Wild Wind
Class: Blunt
Type: Martial
Damage type: Bludgeoning
Attack Bonus: +2
Damage: 1d10 +2
Critical Range: 19-20/x2
Hands: 2
Reach: 1 Square
Magical Bonus: +2 Enhancement
Weight: 10lbs
Wolfspit
Class: Polearm
Type: Simple
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: x2
Hands: 1
Reach: 1 Square
Range: 20 Squares
Magical Bonus: +2 Enhancement
Weight: 3lbs
Wyrmbiter
Class: Heavy Sword
Type: Martial
Damage type: Slashing
Attack Bonus: +3
Damage: 1d8 +3
Critical Range: 19-20/x2
Hands: 1
Reach: 1 Square
Magical Bonus: +3 Enhancement
Weight: 4lbs
S2.1.3. Ranged
Crossbow, Hand
Class: Xbow
Type: Exotic
Damage type: Piercing
Attack Bonus: None
Damage: 1d4
Critical Range: 19-20/x2
Hands: 1
Range: 30 Squares
Requires: Bolts
Magical Bonus: None
Weight: 2lbs
Crossbow, Heavy
Class: Xbow
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d10
Critical Range: 19-20/x2
Hands: 2
Range: 120 Squares
Requires: Bolts
Magical Bonus: None
Weight: 8lbs
Crossbow, Light
Class: Xbow
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: 19-20/x2
Hands: 2
Range: 80 Squares
Requires: Bolts
Magical Bonus: None
Weight: 4lbs
Dart
Class: Thrown
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d4
Critical Range: x2
Hands: 1
Range: 20 Squares
Magical Bonus: None
Weight: 0lbs
Javelin
Class: Thrown
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 1
Range: 30 Squares
Magical Bonus: None
Weight: 2lbs
Longbow
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: x3
Hands: 2
Range: 100 Squares
Requires: Arrows
Magical Bonus: None
Weight: 3lbs
Longbow, Composite Sx
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: x3
Hands: 2
Range: 110 Squares
Requires: Arrows
Magical Bonus: None
Weight: 2lbs
Note: To use this bow, you need a min of 12 Str. This bow also adds
to damage if you have a Str modifier equal to x.
Repeating Crossbow, Light
Class: Xbow
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d8
Critical Range: 19-20/x2
Hands: 2
Range: 80 Squares
Requires: Bolt Magazine (You only reload once in 5 shots)
Magical Bonus: None
Weight: 6lbs
Repeating Crossbow, Heavy
Class: Xbow
Type: Simple
Damage type: Piercing
Attack Bonus: None
Damage: 1d10
Critical Range: 19-20/x2
Hands: 2
Range: 120 Squares
Requires: Bolt Magazine (You only reload once in 5 shots)
Magical Bonus: None
Weight: 12lbs
Shortbow
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: x3
Hands: 2
Range: 60 Squares
Requires: Arrows
Magical Bonus: None
Weight: 2lbs
Shortbow, Composite Sx
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: None
Damage: 1d6
Critical Range: x3
Hands: 2
Range: 70 Squares
Requires: Arrows
Magical Bonus: None
Weight: 2lbs
Note: To use this bow, you need a min of 12 Str. This bow also adds
to damage if you have a Str modifier equal to x.
Shuriken
Class: Thrown
Type: Exotic
Damage type: Piercing
Attack Bonus: None
Damage: 1d2
Critical Range: x2
Hands: 1
Range: 10 Squares
Magical Bonus: None
Weight: 0lbs
Sling
Class: Thrown
Type: Simple
Damage type: Bludgeoning
Attack Bonus: None
Damage: 1d4
Critical Range: x2
Hands: 1
Range: 50 Squares
Requires: Bullets
Magical Bonus: None
Weight: 0lbs
Throwing Axe
Class: Axe
Type: Martial
Damage type: Slashing
Attack Bonus: None
Damage: 1d6
Critical Range: x2
Hands: 1 (Light)
Reach: 1 Square
Range: 10 Squares
Magical Bonus: None
Weight: 2lbs
S2.1.4. Magic Ranged
Boltspitter
Class: Xbow
Type: Simple
Damage type: Piercing
Attack Bonus: +1
Damage: 1d10 +1
Critical Range: 19-20/x2
Hands: 2
Range: 120 Squares
Requires: Bolts
Magical Bonus: Enhancement +1
Weight: 8lbs
Composite Longbow +1 (one of the few weapons that has no name)
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +1
Damage: 1d8 +1
Critical Range: x3
Hands: 2
Range: 110 Squares
Requires: Arrows
Magical Bonus: Enhancement +1
Weight: 3lbs
Note: You need a Str of at least 14 to use this weapon
Dandy Longfellow
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +5
Damage: 1d8 +5
Critical Range: x3
Hands: 2
Range: 110 Squares
Requires: Arrows
Magical Bonus: Enhancement +5
Weight: 3lbs
Note: You need a Str of at least 12 to use this weapon
Elian Surebolt*
Class: Xbow
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d8 +2
Critical Range: 19-20/x2
Hands: 2
Range: 80 Squares
Requires: Bolts
Magical Bonus: Enhancement +2, Seeking weapon - ignores any miss
chances from concealment
Weight: 4lbs
Eye Of The Bull
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +6
Damage: 1d6 +4
Critical Range: x3
Hands: 2
Range: 60 Squares
Requires: Arrows
Magical Bonus: Enhancement +4
Weight: 2lbs
Frost Sling*#
Class: Thrown
Type: Simple
Damage Type: Bludgeoning
Attack Bonus: None
Damage: 1d4 + 1d6 Cold
Critical Range: x2
Hands: 1
Range: 50 Squares
Requires: Bullets
Magical Bonus: Frost Weapon - adds 1d6 Cold damage to a successful
hit
Weight: 0lbs
Ghost Maker
Class: Xbow
Type: Simple
Damage type: Piercing
Attack Bonus: +2
Damage: 1d8 +2
Critical Range: x3
Hands: 2
Range: 80 Squares
Requires: Bolts
Magical Bonus: Enhancement +2
Weight: 4lbs
Little Brother
Class: Xbow
Type: Exotic
Damage type: Piercing
Attack Bonus: +1
Damage: 1d4 +1
Critical Range: 19-20/x2
Hands: 1
Range: 30 Squares
Requires: Bolts
Magical Bonus: Enhancement +1
Weight: 2lbs
Little Talon
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +1
Damage: 1d6 +1
Critical Range: x3
Hands: 2
Range: 70 Squares
Requires: Arrows
Magical Bonus: Enhancement +1
Weight: 3lbs
Note: You need a Str of at least 12 to use this weapon
Long Arm Lally
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +3
Damage: 1d6 +3
Critical Range: x3
Hands: 2
Range: 70 Squares
Requires: Arrows
Magical Bonus: Enhancement +3
Weight: 2lbs
Note: You need a Str of at least 12 to use this weapon
Long Man
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d8 +2
Critical Range: x3
Hands: 2
Range: 100 Squares
Requires: Arrows
Magical Bonus: Enhancement +2
Weight: 3lbs
More Hurt
Class: Xbow
Type: Exotic
Damage type: Piercing
Attack Bonus: +3
Damage: 1d4 +3
Critical Range: 19-20/x2
Hands: 1
Range: 30 Squares
Requires: Bolts
Magical Bonus: +3 Enhancement
Weight: 2lbs
Point Blank
Class: Xbow
Type: Simple
Damage type: Piercing
Attack Bonus: +4
Damage: 1d8 +4
Critical Range: 19-20/x2
Hands: 2
Range: 80 Squares
Requires: Bolts
Magical Bonus: +4 Enhancement
Weight: 4lbs
Rede Fletch
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: x3
Hands: 2
Range: 60 Squares
Requires: Arrows
Magical Bonus: Enhancement +2
Weight: 2lbs
Swallowtail
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: x3
Hands: 2
Range: 70 Squares
Requires: Arrows
Magical Bonus: Enhancement +2
Weight: 2lbs
Note: You need a Str of at least 12 to use this weapon
The Sovereign
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +4
Damage: 1d8 +4
Critical Range: x3
Hands: 2
Range: 100 Squares
Requires: Arrows
Magical Bonus: Enhancement +4
Weight: 3lbs
Three Winds Rising*
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +3
Damage: 1d8 +3
Critical Range: x3
Hands: 2
Range: 100 Squares
Requires: Arrows
Magical Bonus: Enhancement +3, Seeking weapon - ignores any miss
chances from concealment
Weight: 3lbs
Throat Ache
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +3
Damage: 1d8 +3
Critical Range: x3
Hands: 2
Range: 110 Squares
Requires: Arrows
Magical Bonus: Enhancement +3
Weight: 3lbs
Note: You need a Str of at least 12 to use this weapon
WulfSplinter*
Class: Bow
Type: Martial
Damage type: Piercing
Attack Bonus: +2
Damage: 1d6 +2
Critical Range: x3
Hands: 2
Range: 70 Squares
Requires: Arrows
Magical Bonus: Enhancement +2, Wolfsbane - gains a +4 enchancement
bonus and deals +2d6 damage against Wolves and
Shapeshifters
Weight: 2lbs
Note: You need a Str of at least 12 to use this weapon
S2.1.5. Ammunition
The next 2 sections will look slightly different, all they contain
is the type of ammo, and whether it deals any extra damage.
For ammo, masterwork grants +1 to attack, however it doesn't stack
with the masterwork quality of the bow/crossbow. It is cheaper to
have a Masterwork ranged weapon, and use ordinary ammo until you
can afford magic ammo.
Arrows
Attack Bonus: None
Damage Bonus: None
Magical Bonus: None
Quantity of a full case: 20
Weight: 3lbs
Bolts
Attack Bonus: None
Damage Bonus: None
Magical Bonus: None
Quantity of a full case: 10
Weight: 1lb
Bolts, Magazine
Attack Bonus: None
Damage Bonus: None
Magical Bonus: None
Quantity of a full case: 5
Weight: 1lb
Bullets
Attack Bonus: None
Damage Bonus: None
Magical Bonus: None
Quantity of a full case: 10
Weight: 5lbs
Silver Arrows
Attack Bonus: None
Damage Bonus: None
Magical Bonus: Not a magical bonus per say, but these arrows beat
the DR of werewolves and vampires
Quantity of a full case: 10
Weight: 1lbs
S2.1.6. Magic Ammunition
Arrows of Icy Burst
Attack Bonus: +1
Damage Bonus: +1 + 1d6 cold
Magical Bonus: +1 Enhancement, Icy burst ammo, deals cold damage to
the target, and on a critical deals + 2d10 cold
damage
Quantity of a full case: 30
Weight: 7lbs
Arrows of Seeking
Attack Bonus: +3
Damage Bonus: +3
Magical Bonus: Enhancement +3, Seeking ammo - ignores any miss
chances from concealment
Quantity of a full case: 30
Weight: 7lbs
Flaming Arrows
Attack Bonus: +1
Damage Bonus: +1 + 1d6 fire
Magical Bonus: +1 Enhancement, Flaming ammo, adds fire damage to
the attack
Quantity of a full case: 30
Weight: 7lbs
Flaming Bullets
Attack Bonus: +2
Damage Bonus: +2 + 1d6 fire
Magical Bonus: +2 Enhancement, Flaming ammo, adds fire damage to
the attack
Quantity of a full case: 30
Weight: 25lbs
Frost Arrows
Attack Bonus: +2
Damage Bonus: +2 + 1d6 cold
Magical Bonus: +2 Enhancement, Freezing ammo, adds cold damage to
the attack
Quantity of a full case: 30
Weight: 7lbs
Shock Bolts
Attack Bonus: +1
Damage Bonus: +1 + 1d6 electrical
Magical Bonus: +2 Enhancement, shocking ammo, adds fire damage to
the attack
Quantity of a full case: 30
Weight: 5lbs
Seeking Bolts
Attack Bonus: +2
Damage Bonus: +2
Magical Bonus: +2 Enhancement, Seeking ammo - ignores any miss
chances from concealment
Quantity of a full case: 30
Weight: 5lbs
S2.2. Armor
On to armor. The armor is listed in Armor Bonus order. Masterwork armor
has a check penalty of 1 less, and has a 5% less chance of spell failure.
The check penalty of any armor or shield is taken off skills like Move
Silently, or Hide, where the armor is stiff or "clinky". Spell failure
applies only to three classes, Bard, Sorcerer and Wizard. This number is
a percentage that each spell you cast while wearing armor has to fail
outright. Bard's can (At least they can in Pen and Paper) wear light
armor and ignore the spell failure for this type of armor only. Sorcerers
and Wizards cannot wear armor at all.
Any class wearing armor they cannot use (see the armor proficiency feats)
suffers double the check penalty, and they lose one point of AC from the
armor. If the class is not proficient with a shield, any time they use one
they take the check penalty to their attack, and the shield provides one
less AC as well. IN SHORT, WEAR ONLY THE ARMOR YOU ARE PROFICIENT WITH.
Any Unique magical armor will have a *. Any items only found in treasure
chests will have a #.
The format for the armor section will be:
Armor Name
Type (Light, Medium or Heavy)
AC (Armor Class)
Check Penalty
Maximum Dexterity Bonus (This is the best Dex score that you can gain the
full benefit of.)
Magic Bonus (if any)
Arcane Spell Failure
Speed For Medium Creature
Speed For Small Creature
Weight
S2.2.1. Armor
Padded Armor
Type: Light
AC: 1
Check Penalty: 0
Max Dex bonus: +8
Arcane Spell Failure: 5%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 10lbs
Leather Armor
Type: Light
AC: 2
Check Penalty: 0
Max Dex bonus: +6
Arcane Spell Failure: 10%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 15lbs
Studded Leather Armor
Type: Light
AC: 3
Check Penalty: -1
Max Dex bonus: +5
Arcane Spell Failure: 15%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 20lbs
Hide Armor
Type: Medium
AC: 3
Check Penalty: -3
Max Dex bonus: +4
Arcane Spell Failure: 20%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 25lbs
Chain Shirt
Type: Light
AC: 4
Check Penalty: -2
Max Dex bonus: +4
Arcane Spell Failure: 20%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 25lbs
Scale Mail Armor
Type: Medium
AC: 4
Check Penalty: -3
Max Dex bonus: +3
Arcane Spell Failure: 25%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 30lbs
Chainmail Armor
Type: Medium
AC: 5
Check Penalty: -5
Max Dex bonus: +2
Arcane Spell Failure: 30%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 40lbs
Breastplate
Type: Medium
AC: 5
Check Penalty: -4
Max Dex bonus: +3
Arcane Spell Failure: 25%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 30lbs
Banded Armor
Type: Heavy
AC: 6
Check Penalty: -6
Max Dex bonus: +1
Arcane Spell Failure: 35%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 35lbs
Splint Armor
Type: Heavy
AC: 6
Check Penalty: -7
Max Dex bonus: 0
Arcane Spell Failure: 40%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 45lbs
Half Plate Armor
Type: Heavy
AC: 7
Check Penalty: -7
Max Dex bonus: 0
Arcane Spell Failure: 40%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 50lbs
Full Plate Armor
Type: Heavy
AC: 8
Check Penalty: -6
Max Dex bonus: +1
Arcane Spell Failure: 35%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 50lbs
S2.2.2. Magic Armor
Magical Armor's are ordered according to their names.
Black Arm
Type: Heavy
AC: 7
Check Penalty: -6
Max Dex bonus: 0
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 40%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 45lbs
Blade Turner
Type: Light
AC: 4
Check Penalty: 0
Max Dex bonus: +6
Magical Bonus: +2 Enhancement
Arcane Spell Failure: 10%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 15lbs
Eanred's Shirt
Type: Medium
AC: 6
Check Penalty: -2
Max Dex bonus: +3
Magical Bonus: +2 Enhancement
Arcane Spell Failure: 25%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 30lbs
Emma
Type: Medium
AC: 6
Check Penalty: -4
Max Dex bonus: +2
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 30%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 40lbs
Fang Ward
Type: Medium
AC: 4
Check Penalty: -2
Max Dex bonus: +4
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 20%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 25lbs
Frost Scathe*
Type: Medium
AC: 6
Check Penalty: -2
Max Dex bonus: +3
Magical Bonus: +2 Enhancement, Cold Resistant - you take 10 points
less damage from any attack that deals cold based damage
to you
Arcane Spell Failure: 25%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 30lbs
Glancer
Type: Heavy
AC: 10
Check Penalty: 5
Max Dex bonus: +1
Magical Bonus: +2 Enhancement
Arcane Spell Failure: 35%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 50lbs
Long Guard
Type: Heavy
AC: 8
Check Penalty: -6
Max Dex bonus: 0
Magical Bonus: +2 Enhancement
Arcane Spell Failure: 40%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 45lbs
Mithral Shirt
Type: Light
AC: 5
Check Penalty: 0
Max Dex bonus: +6
Magical Bonus: None, made of Mithral, a special metal
Arcane Spell Failure: 10%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 10lbs
Nine Guards Of The Tumult*
Type: Medium
AC: 6
Check Penalty: -2
Max Dex bonus: +4
Magical Bonus: +3 Enhancement, Sonic Resistant - you take 10 points
less damage from any attack that deals Sonic based damage
to you (Sonic is sound, not the blue hedgehog)
Arcane Spell Failure: 35%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 25lbs
Pangolin
Type: Medium
AC: 7
Check Penalty: -2
Max Dex bonus: +3
Magical Bonus: +3 Enhancement
Arcane Spell Failure: 25%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 30lbs
Rede Byrnie*
Type: Medium
AC: 8
Check Penalty: -4
Max Dex bonus: +2
Magical Bonus: +3 Enhancement, Medium Fortification - there is a 75%
chance that any Sneak Attack or Critical Hit is negated.
You still take the damage of the attack, just not all of it
Arcane Spell Failure: 30%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 40lbs
Scarecrow
Type: Light
AC: 2
Check Penalty: 0
Max Dex bonus: +8
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 5%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 10lbs
Shadow Friend*
Type: Light
AC: 7
Check Penalty: 0
Max Dex bonus: +5
Magical Bonus: +4 Enhancement, Shadowed - Grants +10 to the wearers
Hide skill
Arcane Spell Failure: 10%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 20lbs
Spearfoe (Armor)
Type: Medium
AC: 7
Check Penalty: -3
Max Dex bonus: +3
Magical Bonus: +2 Enhancement
Arcane Spell Failure: 25%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 30lbs
Straw Man
Type: Light
AC: 4
Check Penalty: 0
Max Dex bonus: +8
Magical Bonus: +3 Enhancement
Arcane Spell Failure: 5%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 10lbs
Svartligga*
Type: Light
AC: 5
Check Penalty: 0
Max Dex bonus: +6
Magical Bonus: +3 Enhancement, Improved Shadow - Grants +10 to
Hide, Improved Slick - Grants +10 to Escape Artist,
Improved Silent Moves - Grants +10 to Move Silently
Arcane Spell Failure: 10%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 15lbs
Swordbane
Type: Heavy
AC: 12
Check Penalty: -5
Max Dex bonus: +1
Magical Bonus: +4 Enhancement
Arcane Spell Failure: 35%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 50lbs
Temple Head
Type: Light
AC: 7
Check Penalty: 0
Max Dex bonus: +5
Magical Bonus: +4 Enhancement
Arcane Spell Failure: 15%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 20lbs
The Wind Of Tir Alassar
Type: Light
AC: 6
Check Penalty: 0
Max Dex bonus: +6
Magical Bonus: +4 Enhancement
Arcane Spell Failure: 10%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 15lbs
Three Bolts
Type: Heavy
AC: 7
Check Penalty: -5
Max Dex bonus: +1
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 35%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 35lbs
Note: This armor has the correct stats for Banded Mail +1. This armor
is bought in The Eastings
Three Bolts
Type: Heavy
AC: 9
Check Penalty: -5
Max Dex bonus: +1
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 35%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 35lbs
Note: While the description in game says that this armor is Banded Mail +1
the stats are incorrect for it. I think that this should be Full
Plate +1, which would make the stats correct. This is the Three
Bolts bought in the Saxa Court.
Toroth Nar
Type: Light
AC: 3
Check Penalty: 0
Max Dex bonus: +8
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 5%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 10lbs
Turtlesnap
Type: Light
AC: 3
Check Penalty: 0
Max Dex bonus: +6
Magical Bonus: +1 Enhancement
Arcane Spell Failure: 15%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 15lbs
Urothim's Hold
Type: Medium
AC: 5
Check Penalty: -2
Max Dex bonus: +4
Magical Bonus: +2 Enhancement
Arcane Spell Failure: 20%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 25lbs
Vingan's Gift
Type: Heavy
AC: 9
Check Penalty: -6
Max Dex bonus: 0
Magical Bonus: +2 Enhancement
Arcane Spell Failure: 40%
Medium Speed: 4 Squares
Small Speed: 3 Squares
Weight: 50lbs
Wryd Bane*
Type: Light
AC: 4
Check Penalty: 0
Max Dex bonus: +6
Magical Bonus: +2 Enhancement, Spell Resistant - This armor gives
you a SR of 19, which is effectively AC against magic
Arcane Spell Failure: 10%
Medium Speed: 6 Squares
Small Speed: 4 Squares
Weight: 15lbs
S2.2.3. Shields
The shields are listed in Armor Class order here, and in Alphabetical
order in the Magic Shields area. Any Class with shield proficiency can
use any shield EXCEPT the Tower Shield, which requires a seperate
proficiency feat. Also, shields do not have a Spell Failure chance, nor
any reductions in a characters speed. As in the Weapons and Armor areas,
any *'ed items are Unique, any #'ed ones are only found as treasure.
Buckler
AC: 1
Check Penalty: -1
Weight: 5lbs
Light Steel Shield
AC: 1
Check Penalty: -1
Weight: 6lbs
Light Wooden Shield
AC: 1
Check Penalty: -1
Weight: 5lbs
Heavy Steel Shield
AC: 2
Check Penalty: -2
Weight: 15lbs
Heavy Wooden Shield
AC: 2
Check Penalty: -2
Weight: 10lbs
Tower Shield
AC: 4
Check Penalty: -10
Weight: 45lb
Special: As this is like carrying a small wall around, you also
take a -2 penalty to all attacks.
S2.2.4. Magic Shields
Axegrinder
AC: 2
Check Penalty: 0
Magical Bonus: +1 Enhancement
Weight: 6lbs
Brodrigg Stormhold*
AC: 4
Check Penalty: -1
Magical Bonus: +2 Enchancement, Medium Fortification - there is a
75% chance that any Sneak Attack or Critical Hit is
negated. You still take the damage of the attack, just not
all of it
Weight: 15lbs
Dornor Arrow Ward*
AC: 3
Check Penalty: 0
Magical Bonus: +2 Enhancement, Light Fortification - there is a 25%
chance that any Sneak Attack or Critical Hit is negated.
You still take the damage of the attack, just not all of it
Weight: 6lbs
Iron Wall
AC: 5
Check Penalty: -1
Magical Bonus: +3 Enhancement
Weight: 15lb
Life Line
AC: 6
Check Penalty: -1
Magical Bonus: +4 Enhancement
Weight: 10lbs
Seven Wind Catcher*
AC: 3
Check Penalty: -1
Magical Bonus: +2 Enhancement, Spell Resistant - This shield gives
you a SR of 15, which is effectively AC against magic
Weight: 5lbs
Shieldwall
AC: 4
Check Penalty: 0
Magical Bonus: +3 Enhancement
Weight: 6lbs
Spearfoe (Shield)
AC: 2
Check Penalty: 0
Magical Bonus: +1 Enhancement
Weight: 5lbs
Sword Breaker
AC: 3
Check Penalty: -1
Magical Bonus: +1 Enhancement
Weight: 15lbs
Ursis
AC: 3
Check Penalty: 0
Magical Bonus: +2 Enhancement
Weight: 5lbs
S2.3. Magic Jewelry
This section will have the following format for items:
Name
Weight
Magical Function
This will be the same format used in the Wonderous Item Section as well.
In all cases, some items will have my opinions on who to give them to,
or their usefulness.
S2.3.1. Amulets
Amulet of Health +4
Weight: 0lbs
Magical Function: This Amulet, when worn, grants the wearer a +4 bonus
to his Constitution score, giving him more Hp.
Amulet of Natural Armor +1
Weight: 0lbs
Magical Function: When worn, this Amulet grants a +1 bonus to AC.
Periapt of Health
Weight: 0lbs
Magical Function: When worn, this item renders the wearer immune to
all diseases. I personally don't think much of this
item, as I have come across very few creatures that
can infect your party with disease.
Periapt of Proof Against Poison
Weight: 0lbs
Magical Function: When worn, this item makes the wearer immune to all
poisons
Periapt of Wisdom +4
Weight: 0lbs
Magical Function: When worn, the character gains a +4 bonus to his
Wisdom score. This will give a character extra spells
and power points if his Wisdom score is the stats that
is used to generate such numbers.
Phylactery of Undead Turning
Weight: 0lbs
Magical Function: When worn, this allows a Cleric to Turn Undead as if
they were 4 levels higher than they actually are. For
example, a 4th level Cleric wearing this item Turns
undead as a 8th Level Cleric. This item is more useful
for a Paladin, as they Turn Undead a 2 levels less
than a Cleric.
S2.3.2. Rings
Ring of Force Shield
Weight: 0lbs
Magical Function: This ring creates a shield-shaped force-field in front
of the wearer, granting a +2 bonus to AC. This shield
doesn't work if the character has a shield equiped, but
this type of ring is great for Spellcasting, melee
focused Clerics, as they gain the AC from a shield, but
without it interfering with their spellcasting.
Ring of Resistance (Minor)
Weight: 0lbs
Magical Function: There are 5 "flavors" of these rings, one for each of
the 5 elements in D and D. These are Acid, Cold, Fire,
Electricity and Sonic. These rings, when worn, allow
the wearer to ignore the first 10 points of the damage
type crafted into the ring, from each attack.
Ring of Protection +1
Weight: 0lbs
Magical Function: This Rings grants you a +1 to your AC. Only one of
these rings can be worn at once, as only the highest
bonus applies.
Ring of Protection +2
Weight: 0lbs
Magical Function: This Rings grants you a +2 to your AC. Only one of
these rings can be worn at once, as only the highest
bonus applies.
Svernkaegro Seal
Weight: 0lbs
Magical Function: This ring adds + to the level component of the Turn
Undead check of Clerics and Paladins.
S2.4. Wonderous Magic Items
Boots of Striding
Weight: 1lb
Magical Function: These boots increase the speed at which your character
moves by 10ft (2 Squares) regardless of the armor he
is wearing
Bracers of Armor +1
Weight: 1lbs
Magical Function: These bracers grant the wearer a AC of 1. These items
are best used by Sorcerers and Wizards, who cannot wear
armor. The armor granted by these bracers doesn't stack
with Mage Armor or normal armor (like Chainmail).
Bracers of Armor +3
Weight: 1lbs
Magical Function: These bracers grant the wearer a AC of 3. These items
are best used by Sorcerers and Wizards, who cannot wear
armor. The armor granted by these bracers doesn't stack
with Mage Armor or normal armor (like Chainmail).
Cloak of Charisma +2
Weight: 2lbs
Magical Function: When worn, this item gives a character a +2 bonus to
his Charisma score. This item is most useful for
Sorcerers, as it can grant the sorcerer a few extra
spells to cast per day.
Cloak of Resistance +1
Weight: 1lb
Magical Function: When worn, this cloak grants a character a +1 bonus
to all his Saving Throws.
Cloak of Elvenkind
Weight: 1lb
Magical Function: This cloak grants the wearer a +5 bonus to his Hide
Checks.
Gloves of Dexterity +2
Weight: 0lbs
Magical Function: When worn, these gloves give a character a +2 bonus to
their Dex score, giving them a +1 AC bonus, and a +1
to hit with ranged weapons, and a +1 to Reflex saves.
Headband of Intellect +4
Weight: 0lbs
Magical Function: When worn, this item grants a +4 bonus to the
characters Intelligence score. Whilst this won't give
a character more skill points at level up, it does
provide Wizards and Psions with extra spells/power
points.
_ _ _ _ _ _ _ _
/ \ / \ / \ / \ / \ / \ / \ / \
( A | p | p | e | n | d | i | x )
\_/ \_/ \_/ \_/ \_/ \_/ \_/ \_/
A1. FAQS and Forum Questions
----------------------------
All I have done here is trawled throught the forums I have found for Tactics
and listed all the questions and such that I think are important for you
guy's to know.
Q. The Game keeps freezing during lengthy battles, or when I hit Triangle to
get more info on an Item/Skill/Feat/Spell!
A. I have never personally had that problem, however, this can be solved by
saving the game during the battle so you have a file to reload if it does
freeze, or by entering/exiting the menu screen (Start Button) to clear the
cache.
Q. How do I use wands?
A. Wands equip to the characters weapon hand, and are used by selecting
"Attack" on the menu. Make sure that the character who has the wand
equipped has that spell on his Class Spell List. A Cleric can use a wand of
Cure Light Wounds, a Sorcerer cannot.
Q. I have a Druid and a Ranger in my party and they both have dogs. My Wizard
cannot perform any summoning spells, why?
A. There seems to be a built in limit for player controlled characters, being
the number 7. There doesn't appear to be a way to unsummon the Dogs, so you
have to make the choice between either classes (i.e., only having one of
either a Druid and Ranger), or choosing of spells.
A2. "Cheats"
------------
Not that the game needs any, but I have found one on the Gamefaqs Forum. This
"glitch" may be fixed on later versions. I have not tried this, so don't write
to me asking for extra help on this, try posting in the Gamefaqs forum. This
is directly quoted from seregaur:
Try this: Start a new game, and bring the character you care about the least
on the first and second missions. That char should now have enough exp. to
level up. Now, while you're on the map screen, press X to bring up the menu.
Press L or R to shift to this character, and then scroll down until "Party
Mgmt" is highlighted. Now, press X and IMMEDIATELY press L or R once or twice
to switch to a different character. "View Character" will now be highlighted,
and if you've done this correctly, you'll see the "Man Lvl Up" option below
that, even though this new character might not have enough exp. to lvl up. Go
ahead and Lvl this guy. you can now repeat this as many times as you like,
providing you don't lvl the original character. Once the rest of your party
is lvl 20, ditch the one you used to lvl up, then rehire him. The game will
auto-level him up to lvl 19-20. You can use this to try out different char
builds, see which spells/feats are available at each lvl, etc. Or, you can
just abuse this to beat the game with no real effort. Your choice, really.
And also from the forum, quick cash:
"...you can go to the left cave complex in Spiderspike and enter the lower
level, loot the treasure, exit, sell the loot, and then repeat."
This appears to work only if you leave the Erinyes alone, each time you visit.
Credit to AZRogue for this one.
END OF GUIDE